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  • noise question

    I have some particles that are animated, geometry, see the attached image. How do I stop the noise from moving, I want the noise to be in a fixed position on the capsules. Unfortunately, it is an animated noise, I am new to particles, I dont know how to uvw map them properly.
    The material is two noise maps in a falloff, in a vraylight material.

    Did that explanation make sense? Any help much appreciated.
    Tom.
    Attached Files
    Tom Livings.
    INFXstudio.com/

  • #2
    my guess is that the noise is currently in world space mapping. For you to have the noise locked to the objects you must have it either in uvw mapping mode or object mode. But you will need to readjust the noise scale since it will be different.
    This is not a vray related problem fyi.
    Dmitry Vinnik
    Silhouette Images Inc.
    ShowReel:
    https://www.youtube.com/watch?v=qxSJlvSwAhA
    https://www.linkedin.com/in/dmitry-v...-identity-name

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    • #3
      Originally posted by Morbid Angel View Post
      my guess is that the noise is currently in world space mapping. For you to have the noise locked to the objects you must have it either in uvw mapping mode or object mode. But you will need to readjust the noise scale since it will be different.
      This is not a vray related problem fyi.
      Thankyou Dmitri. Im aware its not a vray problem, but this is an isue that people on this forum can help me with, Im sure this project will throw uip Vray related problems also.

      I have posted the video here: http://vimeo.com/8021350

      As you can see, the noise is most off-putting.
      The solution you gave me makes perfect sense, however, I dont know how to apply the mapping in object space. I assumed the mapping would be inherited from the object that is referenced by the particles...
      Tom Livings.
      INFXstudio.com/

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      • #4
        In the coordinates of the noise map select either Object XYZ or Explicit Map Channel, the latter will need mapping coordinates applied to the object.

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        • #5
          Originally posted by bob-cat View Post
          In the coordinates of the noise map select either Object XYZ or Explicit Map Channel, the latter will need mapping coordinates applied to the object.
          Yes, that was my first thought, but its already set to Object XYZ.
          It looks like its inheriting the mapping from the original object, but becasue the original object is static, the mapping stays in one place and the particles 'pass through' it.
          Tom Livings.
          INFXstudio.com/

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          • #6
            Are you using an animated noise map on static geometry or are you using a static noise map on animated geometry?

            On the object that you are instancing...if its animated geometry with a noise map applied then you just have to add a unwrap uvw map modifier to lock down the noise. If it doesn't have mapping coordinates before the unwrap modifier be aware that it will apply planar mapping.
            -----Dwayne D. Ellis-----

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            • #7
              Originally posted by dellis View Post
              Are you using an animated noise map on static geometry or are you using a static noise map on animated geometry?

              On the object that you are instancing...if its animated geometry with a noise map applied then you just have to add a unwrap uvw map modifier to lock down the noise. If it doesn't have mapping coordinates before the unwrap modifier be aware that it will apply planar mapping.
              Thanks! I shall try UVW Unwrap.
              Tom Livings.
              INFXstudio.com/

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              • #8
                You can use the uvw xform modifier as well for locking down the maps.
                Signing out,
                Christian

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                • #9
                  i had this problem once.
                  you need to apply a uvw mapping modifier to your instanced geometry that you're using as a particle and set it 'XYZ to UVW'.
                  in the noise map corordinates, set it to explicit map channel.
                  this should work.
                  u may need to adjust the noise size settings a bit but it will stop your textures swimming.
                  my bloggy thing - http://www.gav3d.blogspot.com

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