alksndr Posted September 20, 2014 Share Posted September 20, 2014 Hope this makes sense, let me know I can include a file or something. What I do on an animated bgeo is separate into 2 streams, left stream is from the bgeo and right stream is a uv texture from camera, then it goes into vertex sop with mapuvw2. Then a material node with a constant shader that has the backplate mapped into it. That works for an animated bgeo, it does not work for any part of an animated bgeo that was an active rbd though. http://i.imgur.com/0R6wvHD.jpg So it works for the passive RBD part (the bottom of the clocktower) I had, but the part that was breaking doesn't work. I just wanna project on both, any ideas of how to do this? I've searched around and most answers are the vertex sop and other things I've tried. Maybe its something to do before I cache and sim it all out? Ive tried rest sops and whatever else I could think of before the dop import but didnt work either. Quote Link to comment Share on other sites More sharing options...
mawi Posted September 20, 2014 Share Posted September 20, 2014 Is it packed primitives? You got a file? Quote Link to comment Share on other sites More sharing options...
alksndr Posted September 20, 2014 Author Share Posted September 20, 2014 Is it packed primitives? You got a file? Yo yea it was packed. Here is the file: just gotta save this img and point the constant shader to it ps: wasnt letting me upload the one with the dop still alive, so i just locked a frame of the bgeo. if this cant be made to work ill put it on sendspace. Thanks man clk.hip Quote Link to comment Share on other sites More sharing options...
alksndr Posted September 22, 2014 Author Share Posted September 22, 2014 Omg I figured this out. Week of struggling. In case anyone feels the pain and searches: You put UV projection before any fracturing/animation, then when its simmed out you put the material on it. Quote Link to comment Share on other sites More sharing options...
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