diparun Posted March 16, 2014 Share Posted March 16, 2014 Hi guys, I'm copying spheres to a popnet, and have a BillowySmoke Material applied. In render, the particles seem to be swimming through a noise pattern, but, in fact, I would want the noise stuck to each of the particles. I tried adding a restPos to AANoise, with object space. Still no success.. Also, tried other spaces like camera, world - still no effect.Also, when I turn ON Do Noise of BillowySmoke, I get the same texture-swimming issue ( i.e Noise appears to be projected on top of my particles, when I need each particle to be textured by the noise ). Is there a way to get the texture attached to each particle/object? Any help would be greatly appreciated, 'cos I'm literally pulling out my hair as we speak .. Thanks, Arun Quote Link to comment Share on other sites More sharing options...
Guest tar Posted March 16, 2014 Share Posted March 16, 2014 can you upload your project file. Thanks! Quote Link to comment Share on other sites More sharing options...
diparun Posted March 17, 2014 Author Share Posted March 17, 2014 Hi.. got a sample file ready.. Has a bunch of spheres copied onto a popnet ( can ignore vdbFromPolygons, 'cos this seems to be a particle issue). Plus Two frames of TestRenders to visually understand the issue... An animated sphere(not included in scene) renders with a proper noise position, but particles swim through the same noise.. ~Arun testSmoke_Noise.hip Quote Link to comment Share on other sites More sharing options...
Guest tar Posted March 17, 2014 Share Posted March 17, 2014 (edited) I had a quick look and not sure the effect do you want to achieve? smoke from a chimney or balls of smokey stuff etc Thanks! Edit: Here's a version - just use a fluid source on your sphere. testSmoke_NoiseEdit.hip Edited March 17, 2014 by tar Quote Link to comment Share on other sites More sharing options...
diparun Posted March 18, 2014 Author Share Posted March 18, 2014 hi.. thanks a million.. it works for the particles copied onto popnet.. is there a way with billowySmoke (noise ON) applied to particles to give a similar output? ~Arun Quote Link to comment Share on other sites More sharing options...
Guest tar Posted March 18, 2014 Share Posted March 18, 2014 BillowySmoke noise has never really worked for me. You might be able to tweak it though to work. Not sure. Quote Link to comment Share on other sites More sharing options...
kev2 Posted March 26, 2015 Share Posted March 26, 2015 Hi Arun, Did you ever sort this out? I have applied a stone material to geometry and get the same "swimming material" effect as the geo moves. I have a rest position in SOPs and have tried world, object and texture space in the VOP network for the stone material with no luck. Wondering if you figured out how to stick the material so it doesn't swim around? Thanks, Kevin 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.