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richnosworthy

Distorting rest attribute on packed geo with redshift triplanar

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Hi.
thought i’d see if anyone has come across before.

I've got a redshift scene with animating blocks.  Essentially its a voronoi fracture, converted to packed geo, and then i'm running a noise through the @P.y of those packed pieces.  Problem is I'm trying to setup a rest attribute on my geometry before packing it (so redshift triplanar doesn’t swim).  Works fine except when i add the rest node it distorts the uv map near the edges.  Assuming its because the rest attribute is being shared across those seams maybe?

2019-07-08_12-17-13.png

If i disable the rest node, it works fine but the texture swims.  With it on its got the distortion.  I tried making the points unique with a facet node before the applying uv and rest attribs but then it splits everything, which is not what i wanted either.  I'm still fairly new to houdini, am sure theres a simple solution but i can't seem to figure it out.

Heres a scene file if anyones interested 

https://www.dropbox.com/s/hrqsq1ajq7ro36z/triplanar_rest.zip?dl=0

Any ideas?

 

Thanks

 

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hmmm could be a redshift thing.  Seems that disabling rest normals on the node fixes this completely (despite the RS manual saying it needs rest normals added).  Have asked about this on the RS forum

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didn't check your file, but could it be that your rest normals are a point attribute and therefore interpolated across sharp edges?

If your original has N as vertex attribute try to just copy it as your rest normals vertex attribute

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Posted (edited)

Thanks Thomas, of course yeah thats probably exactly what it is.  Good idea, thanks for the help.  Cheers

Edited by richnosworthy

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12 hours ago, richnosworthy said:

Tried this at work today, works perfectly.  Thanks again!

Glad to see you here buddy!

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