ski4lifeGav Posted November 24, 2005 Share Posted November 24, 2005 Hi All, Wow, this is my first post here on this great forum :-). I am currently working on a project using DOP's (which rock!!!). Everything was working well until I rendered out a texture pass. The geometry appears to swim through the shader. For rendering purposes, I am accessing the dopnet geometry via a separate "Geometry Object" with an "Object Merge" node inside. The shaders are then assigned to this "Object Merge" node. I think the issue is to do with shader space. I am not sure if I am missing something in the "Object Merge" node. I have tested the shaders on standard moving pieces of geometry and all appears to be fine. The VEX shader has a "Rest Position" node feeding into the "P" attribute of the "Bump Noise" node to stop the shader moving over the geometry. I have also tried with the standard "Marble" shader, changing the shader space parameter to the various options e.g. Texture Space, Object Space etc., but no luck. I hope this makes sense. Please let me know if you need any other information or if I should create a demo HIP. Thanks in advance, Gav Quote Link to comment Share on other sites More sharing options...
stu Posted November 25, 2005 Share Posted November 25, 2005 Have you applied a rest position attribute with a rest SOP to your geometry for your shader to use? Quote Link to comment Share on other sites More sharing options...
ski4lifeGav Posted November 25, 2005 Author Share Posted November 25, 2005 Have you applied a rest position attribute with a rest SOP to your geometry for your shader to use? 22859[/snapback] Hi stu, Thank you so much for the quick reply and your query helped to solve my problem :-). I had been so busy messing around with the shaders and trying various things that I hadn't noticed a warning on the Rest Position SOP in the Object Merge Geometry. I was feeding the rest geometry in correctly but had not added a Subdivide SOP to match the geometry used in the DOP Quote Link to comment Share on other sites More sharing options...
stu Posted November 27, 2005 Share Posted November 27, 2005 Great, glad to hear it. Quote Link to comment Share on other sites More sharing options...
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