MENOZ Posted April 26, 2008 Share Posted April 26, 2008 hello, i'm trying to understand vex shaders. in turbulent node vex node i have a P input parameter. what is it exactly? should i put the P from global variables to P of turbnoise? if i do that my texture will not follow the surface of my object. if u use S and T, with a float to vector node, i will have discontinuities on the seams. can you help me please? thanks! Quote Link to comment Share on other sites More sharing options...
sibarrick Posted April 26, 2008 Share Posted April 26, 2008 You are so close... P is just a point position that drives the noise. Global P is the point position of the shaded point, BUT it comes in in camera space (or think of it as world space) Use a transform vop to convert it to object space first then feed it to your noise vop. That should make it stick. Quote Link to comment Share on other sites More sharing options...
MENOZ Posted April 26, 2008 Author Share Posted April 26, 2008 You are so close...P is just a point position that drives the noise. Global P is the point position of the shaded point, BUT it comes in in camera space (or think of it as world space) Use a transform vop to convert it to object space first then feed it to your noise vop. That should make it stick. so global P is looped along all the points of the surface, and at each point it return a different value.. and the noise function takes this vaule at each point to make his operations.. and this is also true for the S and T coords, i think. because if i use a texture vop, and i feed it with a constant vop it generate stripes, because at each point being sampled, the texture vop alwais takes the same "position", so it return alwais the same value. it's correct? with a transform vop it works whe i render! thenks. but there is a way to stick the texture in the shader view too? it continue to be in camera space. thank you! Quote Link to comment Share on other sites More sharing options...
sibarrick Posted April 26, 2008 Share Posted April 26, 2008 so global P is looped along all the points of the surface, and at each point it return a different value.. and the noise function takes this vaule at each point to make his operations..and this is also true for the S and T coords, i think. because if i use a texture vop, and i feed it with a constant vop it generate stripes, because at each point being sampled, the texture vop alwais takes the same "position", so it return alwais the same value. it's correct? with a transform vop it works whe i render! thenks. but there is a way to stick the texture in the shader view too? it continue to be in camera space. thank you! correct as for the shader view, I assume you mean the shader ball? yes from memory I think that never sticks. Quote Link to comment Share on other sites More sharing options...
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