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UV-problem with stucco-like materials


skazkaPiter

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the s and t you see on the Global VOP are the parametric coordinates per primitive.

whereas uvCoords lets you read the uv point attribute on geometry (the UVs you create yourself); most of the time u will usually want to use this one.

but sometimes it's also usefull to use the parametric ones, like for a NURBS surface for example where the 0-1 spans over the whole surface.

Cheers

Edited by geo
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mangi, its not fixing problem...

geo, thanks for your explanations. But answers generate new questions..

how can i convert such N-poligon to NURBS without changing geometry?

i made something. that works in this example, but I think its not good, its crazy thing :)))

maybe I need modeling with NURBS from the beginning???

May be another, shader - solution? As i can see all displase shaders are equal with different type of noise, and all of them use parametric st. what kind of operators I need multiply noise to, to get result on my UV??

post-4089-1245826228_thumb.jpg

crazyNurbs.hipnc

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