Krion Posted September 30, 2019 Share Posted September 30, 2019 Hi! I have a problem with my animated sharpy noise. It loses it's sharpness. Anyone got any idea how this can be? As far as I know I don't have motion blur activated.. Here is the hip if you want to take a look: noisewWthTime.hipnc (the same noise is applied as an embedded digital asset in both the sop) Thanks for the help. Quote Link to comment Share on other sites More sharing options...
anim Posted September 30, 2019 Share Posted September 30, 2019 I don't thing Time means anything for mantra, it's probably just getting some garbage values from it you can try promoting a parameter instead and use $T in there 1 Quote Link to comment Share on other sites More sharing options...
Krion Posted September 30, 2019 Author Share Posted September 30, 2019 Hi! Great thanks, anim. You're right. Quote Link to comment Share on other sites More sharing options...
Krion Posted November 2, 2019 Author Share Posted November 2, 2019 (edited) Coming back to this, @anim : This doesn't seem to work when I am directly working at mat-level and choose "Subnet Connector" as scope on my 'time' parameter, inside the noise asset and fill in $T on the asset instance. The noise is sharp then in the Render, but it doesn't move. This is a problem for me right now, because when I collapse it all into a material builder I can't seem to properly apply the other shaders in that material builder (that are not connected to the output_collect) and which also use other VOPs in that material builder. Short: I would like to have it all in one place, so I hope there is a trick to make this work on asset level in /mat. Edited November 2, 2019 by Krion Quote Link to comment Share on other sites More sharing options...
Krion Posted November 5, 2019 Author Share Posted November 5, 2019 (edited) If there is no answer why $T won't work in an asset in /mat while it does work on a material(builder), I would at least wonder why the appliance of materials inside a builder doesn't give the same result as they do if they are located at /mat. See here. Displacement and Colormix don't work when they are inside a materialbuilder: Is that was possible that would also provide a solution for me. Anyone? Edited November 5, 2019 by Krion Quote Link to comment Share on other sites More sharing options...
flcc Posted November 5, 2019 Share Posted November 5, 2019 Check at this end of this dicussion "So in materialBuilder context the displacementBound of the principled Shader don't work and you must use a mantra propertie !" Not sure but I suspect is the same kind of problem. Hop this help. 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.