hi,
i have been doing procedural texturing in arnold houdini however when i render at the end with animation i found that the texture is'swimming' across my geo. i have tried multiple suggested methods but i still could not fix the problem. my geo node is under several null nodes that contains the animation data.
The method that i have tried is:
1
rest>attrcreate(Pref)>material in the sops and changing to Pref space in the space coordinates in the noise.
2
rest(with timeshift in 2nd input)>attrcreate(Pref)>material in the sops and changing to Pref space in the space coordinates in the noise.
i have also read up on something to do with transform node“current to wolrd” but i can't find that option nor do i fully understand how to use that node. i have also read on using restpos in the shop net but i realise the arnold shader network can't access the restpos.
i would really appreciate any help on this as i am running out of methods save painting it and that will take up alot of time as there are many parts, thx
Procedural texture swimming
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- raddope
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- Enivob
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I think rest is for UV based texturing. A procedural material should not need those but try adding UVs before the rest and don't add attributes after the rest, put them before.
I don't have Arnold though, so I can't really test.
I don't have Arnold though, so I can't really test.
Using Houdini Indie 20.5
Windows 11 64GB Ryzen 16 core.
nVidia 3060RTX 12BG RAM.
Windows 11 64GB Ryzen 16 core.
nVidia 3060RTX 12BG RAM.
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- raddope
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- tamte
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no idea about arnold, but overall
rest is just object space P frozen at certain frame
you can call it however you want, access like any other vector attribute and use it for sampling the procedural pattern you want
if have static geometry transformed only on object level, you can easily just use transform to get Object space as you mentioned (so current to object, not current to world)
if your geometry is deforming, you better create rest, 2. should work as long as the geometry is unpacked, again, not exactly aware of how arnold uses rest or Pref or whatever you name it
you can always use uvs, but they are usually 2d and discontinuous so not very good for procedural 3d patterns
rest is just object space P frozen at certain frame
you can call it however you want, access like any other vector attribute and use it for sampling the procedural pattern you want
if have static geometry transformed only on object level, you can easily just use transform to get Object space as you mentioned (so current to object, not current to world)
if your geometry is deforming, you better create rest, 2. should work as long as the geometry is unpacked, again, not exactly aware of how arnold uses rest or Pref or whatever you name it
you can always use uvs, but they are usually 2d and discontinuous so not very good for procedural 3d patterns
Tomas Slancik
CG Supervisor
Framestore, NY
CG Supervisor
Framestore, NY
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