Timeline for OSL distortion effect
Current License: CC BY-SA 3.0
8 events
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Nov 7, 2017 at 16:26 | comment | added | Larry Gritz | Additional note for those who appreciate the gory details: the use of object space coordinates for the noise lookup will solve the problem for rigid objects. But if the mesh deforms, it still isn't enough to make the pattern stick to the surface -- for that case, you need to use an "undeformed reference mesh" or "Pref" (I don't know what the proper Blender terminology is for that). | |
Nov 7, 2017 at 16:22 | comment | added | Larry Gritz | Typo on my part. It should have been "common", not "current". This is the common shading space. It's equivalent to "world" in most renderers, but doesn't have to be, so the most portable way to express this is to use "common". | |
Nov 7, 2017 at 7:47 | comment | added | Rich Sedman | @LarryGritz this almost worked - I needed to change "current" to "world" and now the above example is working as it should. Thanks. | |
Nov 7, 2017 at 7:45 | history | edited | Rich Sedman | CC BY-SA 3.0 |
added 1027 characters in body
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Nov 2, 2017 at 21:10 | comment | added | Rich Sedman | That’s a very good point @LarryGritz - thanks. I’ll update my answer to include this. | |
Nov 2, 2017 at 17:49 | comment | added | Larry Gritz |
Note that it's almost never wise to compute noise(P), because P is a world space quantity so if he object moves, it will move through the noise, rather than having the pattern stick to the object. Much better to: point Pobj = transform("current","object",P); blah = noise(Pobj);
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Oct 31, 2017 at 14:17 | vote | accept | Artem | ||
Oct 30, 2017 at 23:21 | history | answered | Rich Sedman | CC BY-SA 3.0 |