Brendan Dawes Posted June 15, 2020 Share Posted June 15, 2020 I wondered if anybody could give me pointers to correctly mapping a texture onto a geometry that for instance grows over time using a solver so the texture is consistent? I saw a technique that used the timeshift SOP and the $fend variable and then apply the UVs with an attribute copy SOP but it still looks very weird as the mesh grows, I guess because the starting geometry is so different to the end geometry. Any pointers to the correct way to do this? IMG_9760.MP4 Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted June 15, 2020 Share Posted June 15, 2020 A stable way to do this would be to texture those swept curves(?) at full growth and cut them short afterwards. Would this work in your case? Quote Link to comment Share on other sites More sharing options...
Brendan Dawes Posted June 15, 2020 Author Share Posted June 15, 2020 8 minutes ago, konstantin magnus said: A stable way to do this would be to texture those swept curves(?) at full growth and cut them short afterwards. Would this work in your case? Ahh right — nice thanks. Might give that a go. Quote Link to comment Share on other sites More sharing options...
Atom Posted June 15, 2020 Share Posted June 15, 2020 There is a couple of setups at this link that looks a little like your first post reference. Quote Link to comment Share on other sites More sharing options...
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