Camera Projection and RBD packed Fractures

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i try to get my camera Projected sequence to fractured pieces but i dont know where to put the UV Texture and rest node.

when i put the texture projection before fracturing only one Frame is correct or after the fracture and sim the texture slides - i dont know what i am doing wrong and want to understand those basic thingi…


here is the file with Frames from 35 - 55 and

if someone needs the Image sequence here is a rar file
http://www.zipl.de/24fps_calgaryGrass.rar [zipl.de]

if something is missing please tell me.

thx

Attachments:
basicShatterPlane_GeoCached.hipnc (3.2 MB)

Janko Kissel
Maya & Houdini Smoke and Demolition VFX-Artist
http://vimeo.com/heavyatvimeo [vimeo.com]
https://www.youtube.com/user/masterheavyone/videos [youtube.com]
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http://forums.odforce.net/topic/24152-animated-camera-projection-on-rbd-packed-fractures/?p=141862 [forums.odforce.net]

EDIT: oh you actually attached hip to this one, here is the modified file, you can still have a look at the link above for the description

Attachments:
basicshatterplane_geocached_fix.hipnc (4.1 MB)

Tomas Slancik
FX Supervisor
Method Studios, NY
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Big thanx for the help, now i can go move on.

and looking at the new branches - does this mean uv mapping before or directly after the fracturing is not necessary ? everything can kept separated ?
the model don't need uv's and there is no Need for a rest node?

cheerz
deHeavy
Janko Kissel
Maya & Houdini Smoke and Demolition VFX-Artist
http://vimeo.com/heavyatvimeo [vimeo.com]
https://www.youtube.com/user/masterheavyone/videos [youtube.com]
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right, the uvs are generated on the fly each frame based on camera, but on static ground, then copied to moved geo, therefore the texture is sticking
as long as you use those uvs in the shader you don't need other, neither the rest

but if you have other textures, nonprojected, you may want to have second set of uvs coming from initial geo, or even rest attribute is useful for procedural ones
but if you really only need the projected texture, then you don't need rest or other uvs
Tomas Slancik
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Method Studios, NY
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Great.
as next I will branch out the inside and do some noise and displacement and we'll see how far I get.
Janko Kissel
Maya & Houdini Smoke and Demolition VFX-Artist
http://vimeo.com/heavyatvimeo [vimeo.com]
https://www.youtube.com/user/masterheavyone/videos [youtube.com]
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