Jump to content

Different texture on different pages of book animation


houdini1987

Recommended Posts

Hi all,

I am working on a project that has pages of a book flipping with camera on top. Audience will be able to see the content on pages. I have already created animation of pages flipping. Problem is to assigning 10 different / unique page texture content wise to 10 pages of animated book. What is the best solution to do that. I am using copy and transform to define no of pages. Any pointers will be helpful.

Thanks in advance.

Link to comment
Share on other sites

hi, you've got a few options here.

1. store an primitive integer attribute for each page number, then use that in the shader (bind VOP) to switch between different textures (probably the most straightforward solution)

2. store a string attribute containing the desired texture name (or full path - that would be simpler to implement in shader) per page, and feed that into the texture path entry on texture VOP in shader (again with bind VOP).

3. use material style sheets to override a texture path per page (this would be a slight overkill for this kind of thing thou :)

  • Like 1
Link to comment
Share on other sites

10 hours ago, davpe said:

hi, you've got a few options here.

1. store an primitive integer attribute for each page number, then use that in the shader (bind VOP) to switch between different textures (probably the most straightforward solution)

2. store a string attribute containing the desired texture name (or full path - that would be simpler to implement in shader) per page, and feed that into the texture path entry on texture VOP in shader (again with bind VOP).

3. use material style sheets to override a texture path per page (this would be a slight overkill for this kind of thing thou :)

Now I have a approachable path with all the solutions, you mentioned. I am so keen to work with material style sheet as I just saw its masterclass. Definitely going to try that. Many thanks for your input mate! Cheers! 

Link to comment
Share on other sites

  • 1 year later...

hi, I also encountered this problem recently.

You can use udim map method, which can achieve the  effect you want .I think this is the most convenient way

 

1.First, assign the serial number 1001 to each uv of the model, 1002, 1003, 1004, here I use the class of the "connectivity" node,Change the connectivity Type to "Primitive", create a class attribute on the surface, because the udim attribute is created on the surface.
Then create udim attributes on the surface attributes

image.thumb.png.697809fe6caa51d29ac4a6f0b88cb2dc.png

 

2.

Then use uvlayout to arrange the uv according to the udim attribute

image.thumb.png.ab8adf44edab6c3ee5a0002eb903fa09.png

 

3.

The best material here is to use the image sequence, starting from the 1001 serial number.
For example: pages.1001.tif, pages.1002.tif, pages1003.tif
And so on.

Use the texture node to read the texture. The default $F4 in the path is changed to     %(UDIM)d
Then it can be read in.

Finally, connect the texture to the base color of the material, and that's it.

image.thumb.png.bf8015a6f747859bafce268900943e36.pngimage.png.451c843a351e347a8d570d82c8fb0777.pngimage.png.451c843a351e347a8d570d82c8fb0777.png

 

English is not my native language, I am sorry if it causes misunderstanding

 

Link to comment
Share on other sites

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...