bdunaway Posted April 22, 2008 Share Posted April 22, 2008 This is probably an easy newbie question but I've just started experimenting with some procedural shaders in VEX, but I'm having a problem when it comes to animating. I've noticed that any transforms, etc done down in the geometry level will cause a 'crawling' of the shader as the object is what appears to be moving in the 3D procedural shader space. If I do a transform at the object level I don't have this problem and it animates correctly. However, when animating an object with bones, the deform is added down in the geometry and so I get the crawling problem again (see attached video). How can I go about fixing this? shaderanim.mov Quote Link to comment Share on other sites More sharing options...
JoshJ Posted April 22, 2008 Share Posted April 22, 2008 If you haven't plugged anything into the P slot of the noise, then either use "P" from global variables, or a uv coords vop, and use the UV or S and T to drive the P slot of the noise. then try putting a rest position vop (after whatever you're using to drive the noise). P or uv --> rest position vop --> P of noise This is probably an easy newbie question but I've just started experimenting with some procedural shaders in VEX, but I'm having a problem when it comes to animating.I've noticed that any transforms, etc done down in the geometry level will cause a 'crawling' of the shader as the object is what appears to be moving in the 3D procedural shader space. If I do a transform at the object level I don't have this problem and it animates correctly. However, when animating an object with bones, the deform is added down in the geometry and so I get the crawling problem again (see attached video). How can I go about fixing this? Quote Link to comment Share on other sites More sharing options...
edward Posted April 22, 2008 Share Posted April 22, 2008 You need a rest attribute created on your geometry and then use that in your shader. Take a look at the Rest Position SOP. Quote Link to comment Share on other sites More sharing options...
bdunaway Posted April 23, 2008 Author Share Posted April 23, 2008 Thanks all that did the trick! Quote Link to comment Share on other sites More sharing options...
bdunaway Posted May 23, 2008 Author Share Posted May 23, 2008 Ok new question, what do I do when dealing with a different node such as the Soft Dots pattern? I'm guessing the s & t needs an input, but I tried using a Global as well as UVcoords to no effect. Quote Link to comment Share on other sites More sharing options...
edward Posted May 25, 2008 Share Posted May 25, 2008 Er, make sure you have uv's on your geometry? Quote Link to comment Share on other sites More sharing options...
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