Procedural textures?

2014-04-24 Thread Szabolcs Matefy
Hey folks

I have an pointcached liquid. I'd like to apply a procedural texture on it 
(without) and I'd like to also transform this texture. I was considering the 
Edit UV node in the render tree, but I couldn't really figure out how it works. 
Anybody could help?


Cheers


Szabolcs

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RE: Procedural textures?

2014-04-24 Thread Grahame Fuller
There's no need to use the Edit UV shader. When you apply a spatial projection, 
you get a texture support object parented under the liquid. You can just select 
and transform the texture support like any other. If the projection has been 
frozen, you can still use the sliders on the texture projection definition to 
scale, rotate, and translate.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Thursday, April 24, 2014 7:41 AM
To: softimage@listproc.autodesk.com
Subject: Procedural textures?

Hey folks

I have an pointcached liquid. I'd like to apply a procedural texture on it 
(without) and I'd like to also transform this texture. I was considering the 
Edit UV node in the render tree, but I couldn't really figure out how it works. 
Anybody could help?


Cheers


Szabolcs
___
This message contains confidential information and is intended only for the 
individual named. If you are not the named addressee you should not 
disseminate, distribute or copy this e-mail. Please notify the sender 
immediately by e-mail if you have received this e-mail by mistake and delete 
this e-mail from your system. E-mail transmission cannot be guaranteed to be 
secure or error-free as information could be intercepted, corrupted, lost, 
destroyed, arrive late or incomplete, or contain viruses. The sender therefore 
does not accept liability for any errors or omissions in the contents of this 
message, which arise as a result of e-mail transmission. If verification is 
required please request a hard-copy version. Crytek GmbH - 
http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 
Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: 
Avni Yerli, Cevat Yerli, Faruk Yerli
attachment: winmail.dat

Re: Procedural textures on particles

2012-05-24 Thread Andy Moorer
( crickets...)

My god, I killed all conversation... o_O

On Tue, May 22, 2012 at 11:53 AM, Andy Moorer andymoo...@gmail.com wrote:

 Hey folks, I'm playing around with a simple particle system to which I've
 applied a material with a procedural texture (simple noise.)

 The result is a bunch of particles textured identically, the space sampled
 being local to each particle. In this case I would rather have each
 particle swim through the spatial noise, their global position used,
 rather than local. Is there a way to go about this?


Re: Procedural textures on particles

2012-05-24 Thread patrick nethercoat
There were a few replies. Gmail is clearly unhappy lately.

Quick paste:


patrick nethercoat patr...@brandtanim.co.uk
22 May (2 days ago)

to softimage
Which shader are you using for the noise? Things like the fractal_scalar
act that way by default. The other fractal (for eg) doesn't have any way
AFAIK of controlling the texture coordinates for particles.
I'll have a look...
pete...@skynet.be
viahttp://support.google.com/mail/bin/answer.py?hl=en-GBctx=mailanswer=1311182
 brandtanim.co.uk
22 May (2 days ago)

to softimage
if you want to swim through a spatial noise:

vector state (set to 'intersection point') -- uv edit (uncheck the swap
checkboxes) -- coordinate input on any of the texture generators, eg
fractal.



-Original Message- From: Christian Keller
Sent: Tuesday, May 22, 2012 6:17 PM
To: softimage@listproc.autodesk.com
Subject: Re: Procedural textures on particles

use the per cloud input in the particle density node  and uncheck unique
per particle in the text coord tab

Am 22.05.2012 17:53, schrieb Andy Moorer:
Rob Chapman tekano@gmail.com
viahttp://support.google.com/mail/bin/answer.py?hl=en-GBctx=mailanswer=1311182
 brandtanim.co.uk
14:43 (22 hours ago)

to softimage
So this thread is not on the google mailing list archive...
https://groups.google.com/forum/#!forum/xsi_list

but can see it in gmail, I wonder how many others have disappeared!?

On 24 May 2012 13:23, Andy Moorer andymoo...@gmail.com wrote:

 ( crickets...)

 My god, I killed all conversation... o_O

 On Tue, May 22, 2012 at 11:53 AM, Andy Moorer andymoo...@gmail.comwrote:

 Hey folks, I'm playing around with a simple particle system to which I've
 applied a material with a procedural texture (simple noise.)

 The result is a bunch of particles textured identically, the space
 sampled being local to each particle. In this case I would rather have each
 particle swim through the spatial noise, their global position used,
 rather than local. Is there a way to go about this?





RE: Procedural textures on particles

2012-05-24 Thread Schoenberger
Or if you want particles to swim through a noise, just apply it AFTER the 
particle_density node.
Multi Scalar Math set to subtract or multiply, fractal as second input.

 
 
Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take the night 
 
 

 

 | -Original Message-
 | From: softimage-boun...@listproc.autodesk.com 
 | [mailto:softimage-boun...@listproc.autodesk.com] On Behalf 
 | Of pete...@skynet.be
 | Sent: Tuesday, May 22, 2012 8:20 PM
 | To: softimage@listproc.autodesk.com
 | Subject: Re: Procedural textures on particles
 | 
 | if you want to swim through a spatial noise:
 | 
 | vector state (set to 'intersection point') -- uv edit 
 | (uncheck the swap
 | checkboxes) -- coordinate input on any of the texture 
 | generators, eg fractal.
 | 
 | 
 | 
 | -Original Message-
 | From: Christian Keller
 | Sent: Tuesday, May 22, 2012 6:17 PM
 | To: softimage@listproc.autodesk.com
 | Subject: Re: Procedural textures on particles
 | 
 | use the per cloud input in the particle density node  and 
 | uncheck unique per particle in the text coord tab
 | 
 | Am 22.05.2012 17:53, schrieb Andy Moorer:
 |  Hey folks, I'm playing around with a simple particle 
 | system to which 
 |  I've applied a material with a procedural texture (simple noise.)
 | 
 |  The result is a bunch of particles textured identically, 
 | the space 
 |  sampled being local to each particle. In this case I 
 | would rather have 
 |  each particle swim through the spatial noise, their 
 | global position 
 |  used, rather than local. Is there a way to go about this?
 | 
 | 
 | --
 | christian keller
 | visual effects|direction
 | 
 | m +49 179 69 36 248
 | f +49 40 386 835 33
 | chris3...@me.com 
 | 




Re: Procedural textures on particles

2012-05-23 Thread Rob Chapman
So this thread is not on the google mailing list archive...
https://groups.google.com/forum/#!forum/xsi_list

but can see it in gmail, I wonder how many others have disappeared!?


Procedural textures on particles

2012-05-22 Thread Andy Moorer
Hey folks, I'm playing around with a simple particle system to which I've 
applied a material with a procedural texture (simple noise.)

The result is a bunch of particles textured identically, the space sampled 
being local to each particle. In this case I would rather have each particle 
swim through the spatial noise, their global position used, rather than 
local. Is there a way to go about this?


Re: Procedural textures on particles

2012-05-22 Thread patrick nethercoat
Which shader are you using for the noise? Things like the fractal_scalar
act that way by default. The other fractal (for eg) doesn't have any way
AFAIK of controlling the texture coordinates for particles.
I'll have a look...



On 22 May 2012 16:53, Andy Moorer andymoo...@gmail.com wrote:

 Hey folks, I'm playing around with a simple particle system to which I've
 applied a material with a procedural texture (simple noise.)

 The result is a bunch of particles textured identically, the space sampled
 being local to each particle. In this case I would rather have each
 particle swim through the spatial noise, their global position used,
 rather than local. Is there a way to go about this?