Thanks Peter - those are my observations too - I
can deform 2D projected textures but not a spatial one, . I would just like to
apply a spatial projection and have that deform with my geometry. Like you say I
need to deform an explicit projection like with a lattice or other deformers,
which seems partly possible only with the new Texcoord feature, which Holger
points out. I guess I need to upgrade now - I am still on 2.1
----- Original Message -----
Sent: Wednesday, April 02, 2008 1:05
PM
Subject: RE: BA Volume texture
deformation?
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