Simple Materials Question H9.0/H9.1(get a material to stick)

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I have a granite material on a sphere (i have tried using it on object level as well in sops with a uvtexture and shader sop), the sphere is rotating in SOPs. How do you get the material to stick to the sphere?
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This is apprentice HD, but I previously was using plain old apprentice.
(Should have put this in the Forum).
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maybe restSOP:
Sets the alignment of solid textures to the geometry so the texture stays put on the surface as it deforms.

Georg
this is not a science fair.
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Okay so I just moved my animation to the object level and that
seems to work, and also gives me some ideas as to what the hectate is going on, but if someone knows explicitly how to do this from SOPs, I would appreciate enlightenment. Also, I am sure there is a way to do this in VOPs so I wouldn't mind that either.
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Yea, I am using 2 uv layers and the second one is not rendering, with
the material assigned at object level. I will give that a try.

Thanks!
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Yes that works great, but …
After the rest SOP I split the networks with UV layers and apply to separate UV texture maps to UV layer1 and UV layer2, if I use a merge it doesn't render properly.

How do I get the two layers out again?
There some mumbo jumbo about source blend and destination blend in
the layer SOPs, but I never was good at translating the Houdini help on such things, so I am sitting here scratching my head.

Thanks,
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…yea, one is supposed to use the layer SOP inline with each other and not split the network into two networks.

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:shock:


if you posted a file, it'd be easier to see what you're missing.
Stephen Tucker
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Here is a screen shot of two networks to try and solve my issue.

I am using a orthographic projection on an unmoving, undeformed
piece of geometry on uvlayer2. The uvlayer2 is for a displacement that
is animated. Shouldn't the uv's “stick” to the geometry?

On both solutions the geometry seems to move the uv mapping.

Is there a way to get the projected UVs to stick to the moving geometry as if it were not moving?

D

Attachments:
uv2_and_projection.jpg (12.1 KB)

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it should look something like this…

Attachments:
Untitled.jpg (48.8 KB)

Stephen Tucker
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Yes, that is pretty much what I have … no?
I am reviewing the online uv tutorials.

Thanks!
D
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Not exactly

Attribute copy is not the same as attribute transfer

your rightmost chain won't work, because you're still adding the uvs after the deformation (even though you have a rest, which is for 4d noise I think)

your leftmost chain doesn't look like it will work because you need attribute transfer, not attribute copy.
Stephen Tucker
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First let me tell you that I appreciate your help.

I tried the attribute transfer, before and again and
it does the same thing as the attributecopy (in my animation).

On the rest position I also tried putting the uv layer and the uvtexture abovethe rest position on the second input the rest position errors out saying “too many inputs” I also attached what I am getting in the animation.

What I think I should be getting is an “R” rotating at its own center in place.
What I am getting is movement due the deformation going on in SOPs.

First pictures are of two images (different frames) used for the displacement. Showing the cops image rotating about the “R”.
The third image is where I would like the “R” to rotate and where
it rotates at the beginning and end frame because it is in the same
orientation.

Third fourth is an example of movement of the uvs or of the geometry
across the uvs on frames where there is deformation.

D

Attachments:
cops_image_R_frame157.jpg (21.7 KB)
cops_image_R_frame360.jpg (17.6 KB)
R_frame_157.jpg (19.2 KB)

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here is the last image,
on a non-deforming frame.

Attachments:
R_frame_360.jpg (19.3 KB)

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Sorry, but I really would need to see your actual file to be able to troubleshoot.

It's possible that it is a bug in the apprentice edition. Are you using the latest build?

No guarantees that I'll be able to take a look at it before Monday since I'm about to head home, and my home internet connection is… less than usable.
Stephen Tucker
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I upgraded to the latest production version of 9.0.
There were definitely some geometry issues going on
when I upgraded. I fixed those and things seemed to work.
Not sure if it was related to the geometry issues or what though.
I found the Attributecopy SOP worked better then the transfer at
default values, so I went with that.

Thanks for the help!

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Your layer3 and texture3 SOPs have to be moved above the deforming geometry. I suspect you are using layer3 to apply the uv's that are swimming.
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