swimming textures

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hello,

I know this has been asked a lot because i have read about it before I posted this. So, yes, I failed to understand what I read. So I'm using vopmaterial and texture in shops. Here's what I tried to stop the swimming texture.

1-
surface globals > position > restpos(object) > transform(current to object) >surface normal

in sops, i have the rest sop with an bgeo animated geometry and a version of the same geometry with a timeblend( 1, 1 ) plugged into.

2-
uvcoords > vector to float > texure s/t coordinate

2-
shading layer > vector to float > texure s/t coordinate

What confuses me is where to surface position P after plugged into restposSHOP.

Thank you very much.
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Hey there,

this is happening because Houdini uses camera space by default. Like what you read from other posts, rest position does the trick - here's a file, rest position (object space) took care of swimming noise.

eitht.

Attachments:
swimming_noise_rest_pos.hipnc (129.8 KB)

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Thanks for the answer eitht.

I just tested your file and it worked! Now, I have no idea how to apply it using a textureVEX in Shops. I thought the parameter is hidden but I couldn't find it in edit parameters window. So, how do I use restpos with texture in shops? Thanks!
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nevermind I got it! As suggested, I used the restpos as S/T coordinate. Not exactly certain why it works but thats for another day. Thanks again man for showing it, really appreciate it.
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