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I'm doing some terrain modeling and I'm using textures to displace a soft body mesh. This is fine when I use 2D textures and "colorAtPoint". But when I wanted to use some solid textures, the problems start.

I use a run-time expression to input my particle's world position into the refPointCamera attribute on the solid texture. I read the solid texture's output and use that value for displacement. I'm also using it to assign rgbPP values so that I can see what I'm getting is correct. The rgbPP values are correct but the displacement values are not. After the expressions have evaluated, I run "currentTime (current frame)" and then my displacement matches my rgbPP.

I also noticed that my rgbPP updates differently depending on whether I update the frame interactively, or during playback/playblast. Very strange.

Any ideas why this happens?

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1 Answer

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Have you tried animating a bunch of attributes? Sometimes that can help force things even if the curves are static and the values don't actually change? The fact that time is in the dependency chain may help..

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I've tried an animation. That's how I noticed the difference between interactive frame by frame updating versus playback/playblast. – Manny Jul 14 at 7:08

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