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?
