[Bf-funboard] Offset for procedural textures
Konrad Haenel
public at konrad-haenel.de
Sun Oct 17 00:07:02 CEST 2004
Gosh, I didn't think of that place to look for it. Now it's all so
obvious! And the idea of using an empty is pretty tempting as well. I
really need to write one or the other tutorial on Blender once I'm
finished with my current projects. There's still so much more to learn...
Martin Poirier wrote:
>That feature already exist. It's in the Map Input
>panel of the material, and it's animatable by IPO.
>
>Martin
>
>--- Konrad Haenel <public at konrad-haenel.de> wrote:
>
>
>
>>Hi there,
>>
>>I am currently working on an animation that shows a
>>pair of ski glinding
>>down an infinite plane of snow. The obvious solution
>>for animating this
>>seems to put them on a static plane and animate the
>>texture of the snow
>>(some normal mapping) to simulate movement.
>>Unfortunately there is no
>>option to "offset" the position of noise-textures. I
>>solved this using
>>an animated image-texture, but using the built-in
>>procedural noise would
>>be more elegant and open more possibilities.
>>
>>Offsetting procedural noises shouldn't be too hard
>>to implement. Two
>>extra properties in the noise-texture-dialogue
>>"offset-x" and "offset-y"
>>would be sufficient ... and these had to
>>controllable via an IPO-curve
>>of course.
>>
>>Or is this actually already possible and yet another
>>feature I just
>>didn't find out how to use?
>>
>>Greets,
>>
>>Konrad
>>_______________________
>>www.konrad-haenel.de
>>_______________________________________________
>>Bf-funboard mailing list
>>Bf-funboard at projects.blender.org
>>
>>
>>
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