swimming noise map in procedural texture

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hi there, i'm quite new to houdini and have been using arnold in my current project which is also my first in houdini.
i have a problem where the noise i have used as maps for texture layering moves (or ‘swims’ where some posts refer to it') in my rendering.The animation of the model is in obj layer in null nodes above the geo.
i have tried multiple methods suggested by alot of people like:

1
rest>attrcreate(Pref)>material in sops then choosing Pref space in the noise space coordinates

2
rest(timeshift in second input)>attrcreate(Pref)>material in sops then choosing Pref space in the noise space coordinates

3
transform> current to object but i can't find the option ‘current to object’

4
some suggest a rest pos in the shops but i realise in the arnold shader network i can't access the restpos


i have been wondering if its possible to bake the texture? especially for the parts where i use the ambient occlussion as masks. I would really appreciate any help i can get as i have spent a few days trying to fix this problem

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I thought I was having deja vu. This is an identical thread from yesterday:
https://www.sidefx.com/forum/topic/49769/ [sidefx.com]
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from the help page for arnold noise node.
https://support.solidangle.com/display/AFHUG/Noise [support.solidangle.com]
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