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-Original Message-
From: Grahame Fuller
Sent: Thursday, April 24, 2014 4:52 PM
To: softimage@listproc.autodesk.com
Subject: RE: Procedural textures?
There's no need to use the Edit UV shader. When you apply a spatial projection,
you get a texture support object parented under
-Original Message-
From: Grahame Fuller
Sent: Thursday, April 24, 2014 4:52 PM
To: softimage@listproc.autodesk.com
Subject: RE: Procedural textures?
There's no need to use the Edit UV shader. When you apply a spatial
projection, you get a texture support object parented under the li
xture projection definition to
scale, rotate, and translate.
gray
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Thursday, April 24, 2014 7:41 AM
To: softimage@listproc.autodesk.com
Subject: Procedural textures?
Hey
Hey folks
I have an pointcached liquid. I'd like to apply a procedural texture on it
(without) and I'd like to also transform this texture. I was considering the
Edit UV node in the render tree, but I couldn't really figure out how it works.
Anybody could help?
Cheers
Szabolcs
___
This mes
|> -Original Message-
|> From: softimage-boun...@listproc.autodesk.com
|> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf
|> Of pete...@skynet.be
|> Sent: Tuesday, May 22, 2012 8:20 PM
|> To: softimage@listproc.autodesk.com
|> Subject: Re: Procedural
e:
vector state (set to 'intersection point') --> uv edit (uncheck the swap
checkboxes) --> coordinate input on any of the texture generators, eg
fractal.
-Original Message- From: Christian Keller
Sent: Tuesday, May 22, 2012 6:17 PM
To: softimage@listproc.autodesk
( crickets...)
My god, I killed all conversation... o_O
On Tue, May 22, 2012 at 11:53 AM, Andy Moorer wrote:
> Hey folks, I'm playing around with a simple particle system to which I've
> applied a material with a procedural texture (simple noise.)
>
> The result is a bunch of particles text
So this thread is not on the google mailing list archive...
https://groups.google.com/forum/#!forum/xsi_list
but can see it in gmail, I wonder how many others have disappeared!?
2012 6:17 PM
To: softimage@listproc.autodesk.com
Subject: Re: Procedural textures on particles
use the per cloud input in the particle density node and uncheck unique
per particle in the text coord tab
Am 22.05.2012 17:53, schrieb Andy Moorer:
Hey folks, I'm playing around with a simple par
use the per cloud input in the particle density node and uncheck unique
per particle in the text coord tab
Am 22.05.2012 17:53, schrieb Andy Moorer:
Hey folks, I'm playing around with a simple particle system to which I've
applied a material with a procedural texture (simple noise.)
The resu
Which shader are you using for the noise? Things like the fractal_scalar
act that way by default. The other fractal (for eg) doesn't have any way
AFAIK of controlling the texture coordinates for particles.
I'll have a look...
On 22 May 2012 16:53, Andy Moorer wrote:
> Hey folks, I'm playing ar
Hey folks, I'm playing around with a simple particle system to which I've
applied a material with a procedural texture (simple noise.)
The result is a bunch of particles textured identically, the space sampled
being local to each particle. In this case I would rather have each particle
"swim" t
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