View Full Version : Swimming Proceduarl Problems
bschulte 06-02-2002, 01:08 AM My procedurals (specifically Noise) seem to 'swim' (move) on my character animated with bones/skin. If I use a bitmap for the maps instead, they stay put. Any suggestions? My stack looks like this.
Skin
UVW Map
Mesh
Thanks,
Baaron
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hey Baaron,
Check to see that you have the coordinates of your procedural set to texture and explicit map channel. I think you might have them set to environment and screen instead. This will cause swimming of procedurals but not bitmaps because they are simply aligned to the screen and don't change.
John
Reality3D
06-02-2002, 02:57 AM
Put a UVW MAP, with xyz to uvw activated, go to noie map and check explicit map and the channel you chose in the modifier.
bschulte
06-02-2002, 03:24 AM
Thanks, but no success.
All of the noise maps are set to object xyz. If I switch them to explicit, it is like the map disappears. It just becomes a solid color. I see no options for setting them to screen or environment. When I render, my character has a flat texture, no procedurals. (I'm using R4.2 btw.)
I also set my UVW Map like you said Reality. Still no luck.
The strange thing is that when I make a test file with a simple cylinder, the map sticks in the viewport, but when I render, then it swims. If I use Reality's technique, then the map sticks fine, except this still doesn't work on my character for some reason.
Thanks,
baaron
Reality3D
06-02-2002, 12:33 PM
Check this
bschulte
06-02-2002, 04:53 PM
Thanks, works now.
I had created a file just like your noise.max and mine worked the same way. The problem was that when I applied the technique to my character, it didn't work. The only thing I did differently this time was setting the channel to 2 instead of 1. Maybe max was just crashing or something and all I needed to do was reboot. Either way, now it works.
Thanks!
Baaron :-)
CANIM8
06-02-2002, 05:02 PM
Why does setting to Channel 2 make a difference anyway. Would it work the same in Channel 1? I'm still a material/mapping newbie and this stuff still confuses the $hite out of me. And what about the effects channel what is that for anyway?
Clay :hmm:
Reality3D
06-03-2002, 05:34 AM
Yes, it should work. But this manner, you could have a whole UV MAP for the diffuse channel in uv channel 1, and a second UV channel XYZ TO UVW for the noise bump channel(for example)
The Effects Channel slot are used to determine map zones to be used in videopost or render effects(like Gbuffer but with maps). You can apply an effect channel to a material or to a map individually
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