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Brendan Dawes

Mapping texture to deforming geometry

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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?

75182963-9901-4F64-BB9C-6874A013AD6C.png

IMG_9760.MP4

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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?

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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. 

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There is a couple of setups at this link that looks a little like your first post reference.

 

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