Displacement Shader Problem??

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Hello, everyone, I am the frist time post msg here, I got a small problem when using houdini…..

I did a simple deformation (such as magnet ) of my object under SOP and attach a displacement shader on it, I got my displacement pattern slide on my object …..(I haven't been transform my “Point” to “object” space)
how can I fix this problem ??
did Hoduini got sth like “texture reference object” just like Alias Maya??


:cry:
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sorry for that I got a typing error ops:
It should be “I have been transformed the ”Point“ to ”object“ space”

sorry again……


anyway , thanks
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You may be able to use the Rest Position SOP to make sure the textures stick to the surface of your geometry.
Edited by - Sept. 16, 2004 14:38:32
www.tirgari.com
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Thank you so much…..!!! :wink:

But it seems work no so properly with metaballs …. :?
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Yah, metaballs seem to be more tricky because it seems once metaballs join, they form one surface and that is how a group of merged metaballs are treated : as one surface, not a series of individual spheres.
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“All primitives support the ‘rest’ attribute, but, in the case of quadric primitives (circle, tube, sphere and metaball primitives), the rest position is only translational. This means that rest normals will not work correctly for these primitive types either”

I got this from the help card explanation of the Rest Position SOP, which may explane.
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see if this thread helps you at all with the metaball stuff:

http://www.sidefx.com/forum/viewtopic.php?t=2185 [sidefx.com]
Dave Quirus
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Thank you so much to everyone ….

But…one more question ….
how can I make it with Renderman…??

I can make it with “Pr” variable for polygons, but it seems no displacement when using metaball….. :?
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