Cake Kid Posted June 3, 2014 Share Posted June 3, 2014 (edited) Hi guys, I'm experiencing a problem with a noise in mantra surface shader. As the noise is created from the objects coordinates, it looks like it's animated, when the object is moving. What I need to achieve is to just have static noise on a sphere, so when the sphere moves, the noise looks the same. I tried plugging in the UV coordinates of the object into position for turbulent noise in shader, but that resulted in having artifacts in UV seams. How should I approach the problem? I'm attaching the example file, showing the animation of the texture when rendered movingTextureNoise.hipnc Edited December 2, 2015 by Cake Kid Quote Link to comment Share on other sites More sharing options...
loopyllama Posted June 3, 2014 Share Posted June 3, 2014 (edited) the displacement is sticking to worldspace. to make the displacement stick to the object, use a Rest Sop (which the mantra surface displacement shader uses internally). movingTextureNoise_rest.hipnc Edited June 3, 2014 by loopyllama 1 Quote Link to comment Share on other sites More sharing options...
Cake Kid Posted June 3, 2014 Author Share Posted June 3, 2014 Oooooh amazing! I was overcomplicating things with those uv coordinates. Thank you so 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.