venator11387 Posted January 21, 2014 Share Posted January 21, 2014 I'm shading some sim geo cached through dopimport and set up with a rest sop and uv project locked to frame 1 so the textures won't move (which I made sure using the uv quickshade and checkerboard material). However, when I use the stone material the stone patterns texture and the bump move around when the geo moves for some reason. I attached a vid below. The bump is turned down for clarity. stoneShader movement.mov Quote Link to comment Share on other sites More sharing options...
dayvbrown Posted January 21, 2014 Share Posted January 21, 2014 Hi Vincent, Would it be possible to upload a file (of just that network is fine, even without your animation) to have a look at? It sounds like everything should work and looking inside the stone shader is appears it's a pretty standard rest setup so if we could have a file or even just a screenshot of your network that would be great. Cheers, Dave. Quote Link to comment Share on other sites More sharing options...
venator11387 Posted January 22, 2014 Author Share Posted January 22, 2014 Here is the file of the scene Stone Shade network.hipnc Quote Link to comment Share on other sites More sharing options...
dayvbrown Posted January 22, 2014 Share Posted January 22, 2014 OK so the issue is the rest sop you've got after the dop network has no reference frame, so it's calculating a new rest each frame and hence the swimming textures. If you treat the rest here the same way as you've treated the uv's your problem will be fixed. ie; timeshift and plug it into the second input of the rest sop, this tells the sop to use that input as the rest position overall. Most of the time you want this to be static (as in this case) but you can also get some cool effects by animating that input, as long as the topology hasn't changed (ie point count...) Hope this helps, Dave. Quote Link to comment Share on other sites More sharing options...
venator11387 Posted January 22, 2014 Author Share Posted January 22, 2014 That did it, Dave! Thank you very much! Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.