Texturing is world position only?
Moderator: juanjgon
- johnkarner
- Posts: 26
- Joined: Sat Mar 12, 2016 1:35 am
So I have a cylinder with an Octane noise procedural which is rotating on H, (lmagine a tornado) Now the cylinder is animated with bones and deformations. The noise texture is not tracking to the movement of the geo. Like it's using world coordinates. I've tried using item info (of the .lwo) to lock the position and rotation but it doesn't appear to "lock" the swirling noise to the displaced geo. Am I missing a simple step?
- johnkarner
- Posts: 26
- Joined: Sat Mar 12, 2016 1:35 am
Thank you very much, I was able to cobble together that along with animating the UV map to get the noise to turn around the cylinder object. The second issue (Which is a general texturing issue) is that the cylindrical map does stretch at the top and bottom which is to be expected. I would like to figure out a way to use a gradient or something as an alpha channel on that noise node to remove the stretched area. This doesn't seem possible as I don't see any inputs on any nodes to allow for this?
There should really be someplace that have examples of common texturing. Scouring youtube , Otoy vids , manuals, there is literally nothing I can find on this subject of texturing. How is that possible? I would love a link to them if they exist.
There should really be someplace that have examples of common texturing. Scouring youtube , Otoy vids , manuals, there is literally nothing I can find on this subject of texturing. How is that possible? I would love a link to them if they exist.
- johnkarner
- Posts: 26
- Joined: Sat Mar 12, 2016 1:35 am
Another question.
To animated the swirling noise on a cylinder, I had to literally keyframe the UV map to move on the U and V using an arbitrary amount such as 0 at f0 to .25 at f120 to get a slow moving texture. I had actually attempt various other ways by using a null that would spin on the H and move on the Y however none of the various attempts at using "item info" of the selected null worked to affect the noise. Wouldn't this seem the most obvious way to attempt such a request? It's much easier to turn a null 180 degrees than to shift over a UV map 50% on the U.
To animated the swirling noise on a cylinder, I had to literally keyframe the UV map to move on the U and V using an arbitrary amount such as 0 at f0 to .25 at f120 to get a slow moving texture. I had actually attempt various other ways by using a null that would spin on the H and move on the Y however none of the various attempts at using "item info" of the selected null worked to affect the noise. Wouldn't this seem the most obvious way to attempt such a request? It's much easier to turn a null 180 degrees than to shift over a UV map 50% on the U.