Mael_P 3 Posted December 18, 2020 (edited) Hello, For all my time in Houdini I have never shaded a lot. I however have played with pointVop quite bit, so I was surprised when I tried to make a noisy shader and I kept following the camera ? Let me explain what the scene is : - a grid, that has a principledshader - a rotating null, parenting a camera - 3 lights In the shader, I take the position of a Global Variable, plug it into a noise, and in the basecolor of the principledshader. Why is that, that when I render different frames (so the camera has moved), the noise stays the same. I can see the lights are not coming from the same angle, which is normal since the camera moved, but the noise is pixel for pixel displaying the same way. I fixed it by pluging a restpost between the Global Variable and the input of my noise, but I can't wrap my head around why I have to do this in the first place ? Normaly everything makes sense in Houdini but this doesn't. As I said I know my ways around Point Vops, so should I expect other different behaviors in the shader context ? shader_must_rest.hiplc Edited December 19, 2020 by Mael_P title Share this post Link to post Share on other sites
symek 389 Posted December 18, 2020 4 hours ago, Mael_P said: I fixed it by pluging a restpost between the Global Variable and the input of my noise, but I can't wrap my head around why I have to do this in the first place ? Normaly everything makes sense in Houdini but this doesn't. As I said I know my ways around Point Vops, so should I expect other different behaviors in the shader context ? Change in your shader behavior compared to PointVops comes from a single fact - stack it on top of everything you already know, and all of this will make sense again. Fact is: in Mantra (as probably any other renderer) world origin is at the camera position. Share this post Link to post Share on other sites
Mael_P 3 Posted December 19, 2020 15 hours ago, symek said: Change in your shader behavior compared to PointVops comes from a single fact - stack it on top of everything you already know, and all of this will make sense again. Fact is: in Mantra (as probably any other renderer) world origin is at the camera position. That's good to know, thanks you ! Share this post Link to post Share on other sites