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One thing you can try is the
BA_Texcoord:
Check the sample scene.
Get a grid (converted to triangles, planar projection,
freezed) on the right side and exactely the same on the left side of your
cylinder.
(I assume your twist is bottom to top)
If you cut your object horizontally, you get a planar
projection, but from bottom to top this projection rotates.
Otherwise it would only be possible with some maths in the
render tree. I am not sure if you can use the XSI edit_coord (or similar) and
drive the rotation vector by an input shader.
Holger Schönberger technical director The day
has 24 hours, if that does not suffice, I will take the night
From: owner-xsi(at)Softimage.COM
[mailto:owner-xsi(at)Softimage.COM] On Behalf Of Morten
Bartholdy Sent: Tuesday, April 01, 2008 5:26 PM To:
XSI(at)Softimage.COM Subject: BA Volume texture
deformation?
I am doing a sort of vortex - not a tornado but
something a bit like it in nature. It needs to be rendered with volumetric
fractals where the BA shaders fit the bill. Now my problem is I'd like the
fractals texturespace to deform with the geometry which is basically a
cylinder which is twisted, rotates around y and then curve deformed so it can
move about some. I have tried different methods and orders of deformation, but
so far no go. How do I deform a spatial texture support by its geometry
deformations or is that just not possible?
Morten Bartholdy 3D & VFX
Artist
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