Hello,
I'm having an issues where my triplanar textures swim on moving objects. I have the texture space set to "Object" mode, but when rendering they still slide around. I saw an old thread for the 3DS Max plugin where there was some sort of "moveable proxy" switch that solves this problem. Is there a similarly easy checkbox that I'm missing in Houdini?
Thanks,
Luke
Triplanar Texture Sliding
Moderator: juanjgon
How are you animating the object? If you animate it at the OBJ level the texture should be fixed to the object, but if you are animating it at the SOP level, you are deforming the base mesh, so even the object space makes no sense. In this case, probably you could need a UV map as a guide for the triplanar, but I'm not sure.
If you want to share the scene, I could take a look at it here.
Thanks,
-Juanjo
If you want to share the scene, I could take a look at it here.
Thanks,
-Juanjo
It's an animated alembic undergoing a disintegration effect. At some points it's just the undeformed alembic that's supposed to render, though, (controlled via a switch SOP) so I would think that at least during those frames it wouldn't swim. I'll test with applying a UV map, can I do that with just the UV quickshade..? Unfortunately I can't this share this file, I know that makes it difficult to debug so hopefully the UVs work.
Thanks for the help!
Thanks for the help!
As an update there were other problems in the animation as well. When I separated the two paths into unique objects and used display animation instead of a switch SOP, all of my shading errors on the undeformed alembic were resolved. Still working on corrected the deforming mesh, but my suspicion is a UV projection will do the trick.
In redshift there is a way to store a texture state based on a certain frame to prevent triplanar swimming? Are there any similar functions in Octane or does it do something like that automatically when there are UVs available?
In redshift there is a way to store a texture state based on a certain frame to prevent triplanar swimming? Are there any similar functions in Octane or does it do something like that automatically when there are UVs available?
juanjgon wrote:You are talking about the "rest" position attribute support, but I'm afraid that Octane doesn't have this feature yet.
Also, how dedicated is Octane to being feature rich for Houdini specifically?
Thanks,
-Juanjo
Has it been added now? Also is there a list of updates to Octane for Houdini I could look at?
Thanks!
Nope, sorry, the rest position is not supported yet. I've sent this feature request to the core devs, so I hope that it could be supported in the future.
About the plugin release notes, you have them in the plugin directory, inside the "docs" folder.
Thanks,
-Juanjo
About the plugin release notes, you have them in the plugin directory, inside the "docs" folder.
Thanks,
-Juanjo
juanjgon wrote:Nope, sorry, the rest position is not supported yet. I've sent this feature request to the core devs, so I hope that it could be supported in the future.
About the plugin release notes, you have them in the plugin directory, inside the "docs" folder.
Thanks,
-Juanjo
Thank you!
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Did this trick while using Redshift. Now, I was doing it with Octane. There must be a way? Triplanar feels useless without using a rest position?
Like, triplanar only works for non-animated objects?
Like, triplanar only works for non-animated objects?
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