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
RE: Procedural textures?
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
( 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
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
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
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
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
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?