swimming displacements with VEX

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hey all

i'm trying to combine some displacement patterns and maps in VEX, and all is good until the camera moves or an object move's, when that happens, the displacements swim or move as if the shader is getting its coodernates from the camera.

why does that occur?


any ideas?

btw. i have my global variables P plugged into my patterns and noise generators.

thanks in advance

all the best
aracid
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Try adding a space change VOP to your global P, with it set to cahnge from world to object space.
The trick is finding just the right hammer for every screw
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hey Simon

thats solves the problem perfectly.

thanks alot, you really helpped me :-)


all the best
aracid
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