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Added everything down the "important" title in bold, also announced the question was already answered
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Vinis
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I made a head and colored it proceduraly. Now I want to deform and move it, but the procedural work won't "follow" the mesh as a UV texture would. Is there any way to do it?

I don't work with scripts, so I would like a solution as "code-ignorant friendly" as possible, if possible.

By the way, it's all made with color ramps, math nodes, texture cords, mapping and (of course) procedural textures, and I don't want to bake anything (personal project). Guess this info may help.

Maybe constraints may work in some way, I guess. Didn't try it out yet though

original_and_moved Please ignore the left eye, I am still trying to figure out how to work with array mod alongside procedurals.

Nodes setup: enter image description here

I am essentially using mappings set to texture to control where transitions made by the color ramps may occour and using it as mask to determine where each separated material will appear or how it will blend to the other materials. Nothing fancy.

Important

I missed essential info before, the mesh in the "moved example" was transformed with lattice mod! I moved the mesh down just a little bit so I had no noticeable clue that could make me logically suspect the lattice, then proceeded to ask for help without further investigation. Through these 3 days I learned about coordinate spaces and understood further the texture coordinate node. Procedurals works with coordinates originated on something's origin, in this case the mesh's origin. That's the reason they don't deform with the mesh, but move with the coordinates.

Also, this was my first time working with procedurals on this scale and manner, I didn't know the procedural work, with the presented nodes setup, was expected to behave perfectly as a UV texture as long as there's no deform on the mesh, only moves and rotation. And I didn't know about coordinate spaces yet. Then I realized that's the reason my question has no answers yet even tough it's "simple", maybe it's because everyone was thinking it was an issue they never saw, since they didn't know about the lattice.

Just bear with me, I am still a newbie afterall. Hehehe...

I just answered my question right now, there's no issue anymore, but you can still enlighten us more if you want

I made a head and colored it proceduraly. Now I want to deform and move it, but the procedural work won't "follow" the mesh as a UV texture would. Is there any way to do it?

I don't work with scripts, so I would like a solution as "code-ignorant friendly" as possible, if possible.

By the way, it's all made with color ramps, math nodes, texture cords, mapping and (of course) procedural textures, and I don't want to bake anything (personal project). Guess this info may help.

Maybe constraints may work in some way, I guess. Didn't try it out yet though

original_and_moved Please ignore the left eye, I am still trying to figure out how to work with array mod alongside procedurals.

Nodes setup: enter image description here

I am essentially using mappings set to texture to control where transitions made by the color ramps may occour and using it as mask to determine where each separated material will appear or how it will blend to the other materials. Nothing fancy.

I made a head and colored it proceduraly. Now I want to deform and move it, but the procedural work won't "follow" the mesh as a UV texture would. Is there any way to do it?

I don't work with scripts, so I would like a solution as "code-ignorant friendly" as possible, if possible.

By the way, it's all made with color ramps, math nodes, texture cords, mapping and (of course) procedural textures, and I don't want to bake anything (personal project). Guess this info may help.

Maybe constraints may work in some way, I guess. Didn't try it out yet though

original_and_moved Please ignore the left eye, I am still trying to figure out how to work with array mod alongside procedurals.

Nodes setup: enter image description here

I am essentially using mappings set to texture to control where transitions made by the color ramps may occour and using it as mask to determine where each separated material will appear or how it will blend to the other materials. Nothing fancy.

Important

I missed essential info before, the mesh in the "moved example" was transformed with lattice mod! I moved the mesh down just a little bit so I had no noticeable clue that could make me logically suspect the lattice, then proceeded to ask for help without further investigation. Through these 3 days I learned about coordinate spaces and understood further the texture coordinate node. Procedurals works with coordinates originated on something's origin, in this case the mesh's origin. That's the reason they don't deform with the mesh, but move with the coordinates.

Also, this was my first time working with procedurals on this scale and manner, I didn't know the procedural work, with the presented nodes setup, was expected to behave perfectly as a UV texture as long as there's no deform on the mesh, only moves and rotation. And I didn't know about coordinate spaces yet. Then I realized that's the reason my question has no answers yet even tough it's "simple", maybe it's because everyone was thinking it was an issue they never saw, since they didn't know about the lattice.

Just bear with me, I am still a newbie afterall. Hehehe...

I just answered my question right now, there's no issue anymore, but you can still enlighten us more if you want

More info
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Vinis
  • 93
  • 1
  • 12

I made a head and colored it proceduraly. Now I want to deform and move it, but the procedural work won't "follow" the mesh as a UV texture would. Is there any way to do it?

I don't work with scripts, so I would like a solution as "code-ignorant friendly" as possible, if possible.

By the way, it's all made with color ramps, math nodes, texture cords, mapping and (of course) procedural textures, and I don't want to bake anything (personal project). Guess this info may help.

Maybe constraints may work in some way, I guess. Didn't try it out yet though

Original position original

Moved down a littleoriginal_and_moved moved

PleasePlease ignore the left eye, I am still trying to figure out how to work with array mod alongside procedurals.

Nodes setup: enter image description here

I am essentially using mappings set to texture to control where transitions made by the color ramps may occour and using it as mask to determine where each separated material will appear or how it will blend to the other materials. Nothing fancy.

I made a head and colored it proceduraly. Now I want to deform and move it, but the procedural work won't "follow" the mesh as a UV texture would. Is there any way to do it?

I don't work with scripts, so I would like a solution as "code-ignorant friendly" as possible, if possible.

By the way, it's all made with color ramps, math nodes, texture cords, mapping and (of course) procedural textures, and I don't want to bake anything (personal project). Guess this info may help.

Maybe constraints may work in some way, I guess. Didn't try it out yet though

Original position original

Moved down a little moved

Please ignore the left eye, I am still trying to figure out how to work with array mod alongside procedurals.

I made a head and colored it proceduraly. Now I want to deform and move it, but the procedural work won't "follow" the mesh as a UV texture would. Is there any way to do it?

I don't work with scripts, so I would like a solution as "code-ignorant friendly" as possible, if possible.

By the way, it's all made with color ramps, math nodes, texture cords, mapping and (of course) procedural textures, and I don't want to bake anything (personal project). Guess this info may help.

Maybe constraints may work in some way, I guess. Didn't try it out yet though

original_and_moved Please ignore the left eye, I am still trying to figure out how to work with array mod alongside procedurals.

Nodes setup: enter image description here

I am essentially using mappings set to texture to control where transitions made by the color ramps may occour and using it as mask to determine where each separated material will appear or how it will blend to the other materials. Nothing fancy.

deleted 429 characters in body; edited tags
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David
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Yoooo

Imma newbie here, this is my first contact with y'all ^_^ hope to find nice peeps here. Anyways let's cut to the chase:

I made a head and colored it proceduraly. Now I want to deform and move it, but the procedural work won't "follow" the mesh as a UV texture would. Is there any way to do it?

I don't work with scripts, so I would like a solution as "code-ignorant friendly" as possible, if possible. ^_^

By the way, it's all made with color ramps, math nodes, texture cords, mapping and (of course) procedural textures, and I don't want to bake anything (personal project). Guess this info may help.

Maybe constraints may work in some way, I guess. Didn't try it out yet though

Original position original

Moved down a little moved Please

Please ignore the left eye, I am still trying to figure out how to work with array mod alongside procedurals. Save the answer for this though, I may give free points by asking about it separatedly in the future ^_^

By the way I am dying to get some points, this is also my first time delving into a comunity based on virtual respect. How comes everything need reputation? 300 just to make a new tag!

Yoooo

Imma newbie here, this is my first contact with y'all ^_^ hope to find nice peeps here. Anyways let's cut to the chase:

I made a head and colored it proceduraly. Now I want to deform and move it, but the procedural work won't "follow" the mesh as a UV texture would. Is there any way to do it?

I don't work with scripts, so I would like a solution as "code-ignorant friendly" as possible, if possible. ^_^

By the way, it's all made with color ramps, math nodes, texture cords, mapping and (of course) procedural textures, and I don't want to bake anything (personal project). Guess this info may help.

Maybe constraints may work in some way, I guess. Didn't try it out yet though

Original position original

Moved down a little moved Please ignore the left eye, I am still trying to figure out how to work with array mod alongside procedurals. Save the answer for this though, I may give free points by asking about it separatedly in the future ^_^

By the way I am dying to get some points, this is also my first time delving into a comunity based on virtual respect. How comes everything need reputation? 300 just to make a new tag!

I made a head and colored it proceduraly. Now I want to deform and move it, but the procedural work won't "follow" the mesh as a UV texture would. Is there any way to do it?

I don't work with scripts, so I would like a solution as "code-ignorant friendly" as possible, if possible.

By the way, it's all made with color ramps, math nodes, texture cords, mapping and (of course) procedural textures, and I don't want to bake anything (personal project). Guess this info may help.

Maybe constraints may work in some way, I guess. Didn't try it out yet though

Original position original

Moved down a little moved

Please ignore the left eye, I am still trying to figure out how to work with array mod alongside procedurals.

Source Link
Vinis
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