[Sidefx-houdini-list] Swimming noise displacement

Floyd Gillis floyd at afcg.com
Sat Jul 7 00:26:48 EDT 2012


Hi Francois,

Thanks for the suggestion... unfortunately I'm not too familiar with 
VOP-land and would need much more detailed instructions on making the 
changes.

Cheers,

Floyd


On 07/07/2012 1:00 PM, François Duchesneau wrote:
> Have a look inside the shader and find what drives the displacement 
> noise, below in a gray network box if I'm not wrong. From there you 
> can always use P and transform it to world space with a Transform Vop 
> and plug that into the P plug of the noise. But I'm surprised that the 
> rest doesn't work, I would think that this shader has that built-in.
>
> François
>
> Floyd Gillis wrote:
>> H12.0.626 on linux
>>
>> Have enabled "Noise", (without "True Displacements"), under the 
>> Displacement tab of a "Mantra Surface Shader".
>>
>> Also have an animated Y offset to give a moving ripple effect through 
>> the geometry.
>>
>> Everything works fine until I move the camera... which causes the 
>> noise to swim through the geometry.
>>
>> Adding a rest SOP doesn't seem to have any effect.
>>
>> Any other suggestions on how to keep the noise fixed to the geometry 
>> when the camera moves?
>>
>> Thanks
>>
>>
>>
>>
>>
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>





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