milanm wrote:I used this trick recently to avoid smoke simulations. It's 'XYZ to UVW' projection in object space + procedural noises. It worked great for 'infinite' clouds back in the day with only a few polygons.
For the slices, you just have to keep the pivot point in the same position for all of them. Is that what you are trying to achieve?
Yes kind but basically is the texture
synthesis tech here the fact you can do a lot thing with and avoid UV work, this great for small patterns and then yes also create this what you show in a optimised way.
milanm wrote:Phantom is right about displacements. I think I have an idea how to hack that in Standalone (if someone put a gun on my head). It would render but it would not be interactive. Personally I would just use a 'Displacer' deformer in 'object space' in C4D and (a lot of) geometry. Also, VDB tools in Houdini might be perfect for this.
Not sure what you referring here "Phantom" also I'm not C4d user, what I understand is create a geometry with Houdini via VDB this would be insane is not point of this tech right?
Or maybe I do not understand...What you did was just multiplied on planes with texture but the tech here is a bit different. but I get your point,...is similar on some aspects, for this one I know could be achieve like that. Thanks for you reply
Cheers,
JO