How i can "stick" noise texture to the deformed object when using Pref space coordinates?

How i can "stick" noise texture to the deformed object when using Pref space coordinates?

Oleg_Ronzhin
Not applicable
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Message 1 of 15

How i can "stick" noise texture to the deformed object when using Pref space coordinates?

Oleg_Ronzhin
Not applicable

When I bend the cylinder, as shown on the page below, the noise texture inputing to the base color does not "stick" to the cylinder. How I can fix it?

80-u.jpg

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Accepted solutions (1)
5,144 Views
14 Replies
Replies (14)
Message 2 of 15

Anonymous
Not applicable
Accepted solution

Try changing the Coordinate Space setting of the noise node to uv.

81-uv-space-001.png

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Message 3 of 15

Oleg_Ronzhin
Not applicable

Yes, it works, thanks 😃

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Message 4 of 15

zenop
Advocate
Advocate

Is there an explanation for why the PREF space doesn't work though?

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Message 5 of 15

Stephen.Blair
Community Manager
Community Manager

Pref works for me. Maybe the reference points weren't exported?



// Stephen Blair
// Arnold Renderer Support
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Message 6 of 15

zenop
Advocate
Advocate

Hmm, I can't get it to work in mtoa but it's most likely lack of knowledge. How would I set this up? I thought as long as "export reference positions" was enabled I could use pref. But ainoise still "swims" like with world/object space.

Also, how does pref get decided on? From my understanding it was much like object space, but stuck to a "bind pose". But when the geometry gets updated (eg deformed, or components pushed). I imagine a new bind pose reference is exported? How does it keep track of the old one?

I'm clearly missing something here.

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Message 7 of 15

Stephen.Blair
Community Manager
Community Manager

In MtoA, you need to create a Texture Reference object.



// Stephen Blair
// Arnold Renderer Support
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Message 8 of 15

zenop
Advocate
Advocate

Ofcourse, that makes sense, thank you!

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Message 9 of 15

Sachin_Shrestha
Not applicable

Not a C4D guy but are you making sure that you have turned on the Export Pref option on the mesh? In Maya, we need to create a pref object ("Texture Reference Object") and after that turn on the export pref option in the arnold section under the mesh.

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Message 10 of 15

peter.horvath6V6K3
Advisor
Advisor

You have to export the reference object in the Arnold tag, as described here: https://support.solidangle.com/display/A5AFCUG/Export+Parameters

Or you can assign a Stick Texture Tag instead.

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Message 11 of 15

oejustin
Explorer
Explorer

Can someone help me fill in the details to get this working in Maya please? @Sachin Shrestha started describing it but a step by step would be super helpful. I think my process is a bit off because I can't get it to work properly.

I've made a texture reference object of the polys I want the texture to stick to. Then I animate them and the texture swims. Export Reference positions is on for both the animated and reference objects. In my 3D camera projection I have 'use texture reference object" checked. I definitely have something jumbled here. Can anyone help?

Thanks in advance -

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Message 12 of 15

oejustin
Explorer
Explorer

Answered my own question - the texture reference object works just fine in Maya but there are some things you have to check if you want it to work.

- Make sure the reference object has transformations frozen

- Animate your original AFTER making the pref

Hope this helps someone down the road -

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Message 13 of 15

Mr.baiking
Contributor
Contributor

How do i use/connet the Texture reference obect with the Pref space coordinates?

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Message 14 of 15

Mr.baiking
Contributor
Contributor

Just an object? how to connect to the Pref space?

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Message 15 of 15

peter.horvath6V6K3
Advisor
Advisor

Do you mean the Maya "Texture reference object"? If so, please create a new question in the MtoA space.

The C4D workflow is to use the Stick Texture Tag or reference object export in the Arnold Tag (Export tag). Than you have to use the Pref space in the Arnold shader (e.g. noise) and that's it. (The plugin exports the reference object to a user parameter called 'Pref' which is the default when you select the Pref space in the Arnold shader.)

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