Hello! Shading isn't exactly my expertise in Houdini. So let's say I have some geometry that is animated on the obj level (via a null), and I have a shader assigned to this geometry that has displacement noise turned on. When the object moves, it's as if it's moving through the displacement noise rather than the noise being attached to the object. How do I go about fixing this?
Thank you!
Moving Displacement (attach to object space?)
3106 2 0- dannyfx
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- tamte
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use Rest SOP before any animation at geometry level
this will create rest vector attribute storing values of nonanimated P
in the shader you can use Rest Position VOP to access that and use as a sampling P for noise, default shaders already use that for displacement noise
in case you don't have access to nondeforming geometry, you can just append Rest SOP and to the second input plug static geo, which you can get by freezing one frame of the geo using TimeshiftSOP, the geo would have to have consistent topology
this will create rest vector attribute storing values of nonanimated P
in the shader you can use Rest Position VOP to access that and use as a sampling P for noise, default shaders already use that for displacement noise
in case you don't have access to nondeforming geometry, you can just append Rest SOP and to the second input plug static geo, which you can get by freezing one frame of the geo using TimeshiftSOP, the geo would have to have consistent topology
Tomas Slancik
FX Supervisor
Method Studios, NY
FX Supervisor
Method Studios, NY
- dannyfx
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