djwarder Posted December 29, 2011 Share Posted December 29, 2011 Hey guys I've been using the UVTexture node to project a texture onto a grid using the 'Perspective From Camera' mode, so that it looks correct from a distant camera. But now I'd like to keep the texture as a flat planar projection & deform the geometry using the same technique. Any idea if this is possible at all? Cheers! Quote Link to comment Share on other sites More sharing options...
Kappy Posted December 30, 2011 Share Posted December 30, 2011 Are you wanting to do the deformation in SOPs or in a shader? SOPs is easy - in a Point SOP or VOP SOP, just add the texture value back to P, and voila! If you want to deform in a shader, just do the texture lookup in your displacement shader... Is that what you're asking, or am I misunderstanding? Quote Link to comment Share on other sites More sharing options...
djwarder Posted December 30, 2011 Author Share Posted December 30, 2011 SOPs is easy - in a Point SOP or VOP SOP, just add the texture value back to P, and voila! Yeah, trying to do it in SOPs, but don't quite know what you mean. Assuming this is probably easier that I'm making it, but still can't get my head around this!! Quote Link to comment Share on other sites More sharing options...
ford77 Posted December 30, 2011 Share Posted December 30, 2011 (edited) Is this is what you`re looking for? update the image in the cop network. tha camera is animated. if you play it the deformation will change according the camera movement. Basically it doest`nt matter how you create you`re UVs just create them on points. After you have the UVs add the texture map you want to deform with with a color map in a vop sop. Then you`ll have RGB values on all points and you can use those values for manipulating the point positions. deform_with_image_v02.hip deform_with_image.hip Edited December 30, 2011 by ford77 Quote Link to comment Share on other sites More sharing options...
djwarder Posted January 1, 2012 Author Share Posted January 1, 2012 Aha, cheers! That's definitely going the right way for what I need to do. The more advanced projection example seems to do what I was expecting, thanks for posting the example! Quote Link to comment Share on other sites More sharing options...
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