Hi, I’m trying to reconstruct a C4D shrink-wrap mapping in
an Arnold shader. In C4D, the shrink-warp automatically sticks to the surface when
the mesh deforms, but in Arnold, it swims. There is the P function (https://docs.arnoldrenderer.com/display/A5AFCUG/UV+Projection)
that should actually fix that, but I don’t really understand how to make this
work or what to feed into the P parameter to make it appear exactly as the
native C4D mapping.
In theory, simply creating a UV tag should solve the problem, but I need the flexibility
to animate certain matrix coordinates in the native C4D noise shrink-wrap mapping that displaces
the mesh, which needs to correlate with the Arnold shader. Is that possible? Or maybe
there is an example that illustrates how to use the P coordinates for that. Many
thanks!
PS: Here is a simplified example scene illustrating the problem: uv-projection-problem-1.zip