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Procedural Shaders and Bones Animation?


bdunaway

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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

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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?

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