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World UV on packed prims

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  • World UV on packed prims

    Hi,

    I am trying to apply some variation to some edge roundness shader and want to use world space noise but locked to the packed prims.
    Obviously Object UV's works as expected and textures lock to the object and obviously World UV's work as expected and objects move through the noise, but I need the world space noise to work of a rest position or frame 1 or something.

    Any clues?

    Many thanks.
    Jim

  • #2
    Hello Jim Meston , check this if it helps. I've created a similar to your scene with a possible solution.
    box without uv, packed and copied to points and than animated. Split the flow and with TimeShiftSOP freeze one part to first frame and generate rest attribute, than transfer it to animated flow with point wrangle.

    Click image for larger version  Name:	geoNode.png Views:	1 Size:	156.7 KB ID:	1064152
    in mat network I've created an UVWGenObject node to generate uvs in object space, then convert generated uvs to a color and by adding it to rest attribute also as a color i can shift them in space. There is a multiplier node so you can scale the tiling. ImageFile uses explicit uvs.

    Click image for larger version  Name:	matNet.png Views:	1 Size:	65.9 KB ID:	1064153

    video: https://drive.google.com/file/d/1688...ew?usp=sharing
    Attached Files
    Last edited by chakarov; 12-03-2020, 10:02 AM.
    Georgy Chakarov | QA
    www.chaosgroup.com
    georgy.chakarov@chaosgroup.com

    Comment


    • #3
      and this is a even better solution, first I set uv from vertex position before copying, than I use this attribute in material instead of UVWGenObject.

      Click image for larger version

Name:	geoNodeUpdate.png
Views:	294
Size:	142.3 KB
ID:	1064204Click image for larger version

Name:	matNetUpdate.png
Views:	323
Size:	95.7 KB
ID:	1064203
      Attached Files
      Georgy Chakarov | QA
      www.chaosgroup.com
      georgy.chakarov@chaosgroup.com

      Comment


      • #4
        Thank you for this. I tried initially to get @P directly into a user color but it wasn't working for some reason. This is great, thank you very much.
        I have another simple shader question but will open another topic (if I can't find it in the search).

        Comment


        • #5
          @P is not exported as an object attribute that's why it wasn't working.
          Georgy Chakarov | QA
          www.chaosgroup.com
          georgy.chakarov@chaosgroup.com

          Comment


          • #6
            Makes sense. Thank you very much.

            Comment

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