[Bf-cycles] Procedural Noise clarity

Constantin Rahn conz at vrchannel.de
Fri Nov 4 19:47:33 CET 2011


Hi,

@Daniel with the offset (transform in mapping node) you can only animate 
the x,y or z axis. This will result in a translation in one of the axis.
You can use this for a 2D mapped texture and animate the z-axis (in my 
sample the texture on the plane). But I need the same effect for 
generated mapping where I use all three axis for the mapping (in my 
sample the sphere).  To animate the texture itself (evolving clouds) you 
need a 4th dimension. It looks like the animated 2D mapped effect, but 
in 3d space.
You can see the translation on the sphere. The surface of the sphere 
should look like the animation on the plane with no translation. But for 
this I would need a higher dimension (4th dimension).

My Nodesetup with animation of the z-axis:
http://www.vrchannel.de/blender/cloudanim01.PNG

Rendered AVI (cycles):
http://www.vrchannel.de/blender/cloudanim01.avi

Conz

Am 04.11.2011 19:00, schrieb Daniel Salazar - 3Developer.com:
> @Constantin animate the offset. in cycles use a vector mapping node
>
> Daniel Salazar
> 3Developer.com
>
>
> On Fri, Nov 4, 2011 at 5:18 AM, Constantin Rahn<conz at vrchannel.de>  wrote:
>> Hi,
>>
>> would it be possible to add a 4th dimension to the noise textures, to
>> animate the textures?
>> Actually you can only animate the x,y,z values, which is not enought for
>> cases where you use all three dimensions for mapping. (eg. sphericall
>> mapping for a sun or planets or 3d textures for volumes). Would be nice
>> for the cycles textures and for blender textures.
>>
>> Conz
>>
>> Am 03.11.2011 21:31, schrieb Brecht Van Lommel:
>>> Hi,
>>>
>>> Just to be clear here, the Cycles texture nodes are completely
>>> separate from the blender textures. While they are practically
>>> identical now, they don't have to be. Materials and shaders are very
>>> different anyway, so textures changing as well seems reasonable to me.
>>>
>>> Brecht.
>>>
>>>
>>> On Thu, Nov 3, 2011 at 8:57 PM, Kel M<kelvinshrek at gmail.com>    wrote:
>>>> On Thu, Nov 3, 2011 at 3:46 PM, Thomas Dinges<blender at dingto.org>    wrote:
>>>>> Well, we have not changed the procedural textures in years!!
>>>>> I don't like the argument that developers should stop doing changes just
>>>>> due to documentation.
>>>>> Improving our current procedurals is really needed, and some changes there
>>>>> won't hurt.
>>>>>
>>>> Well, you make a good point there. I'm not saying that developers should
>>>> just stop editing everything, just to think about what kind of effects it
>>>> would have. And yeah, after thinking about it more, a unified noise texture
>>>> makes more sense than what we have now. Perhaps make the 'Clouds', 'Marble',
>>>> etc. as a row of buttons at the top of the Noise texture panel, that would
>>>> alleviate confusion. :)
>>>>
>>>>
>>>>> We always have to make sure we do better. If these changes simplify code
>>>>> and usability, do it.
>>>>> And I agree with Daniel and Brecht here, we have some textures that nearly
>>>>> do the same, unifying them is a good way forward.
>>>>> And again, it's not that we change such things every few weeks. ;-)
>>>>>
>>>>
>>>>> Am 03.11.2011 20:40, schrieb Kel M:
>>>>>
>>>>> We're not talking about Cycles. I don't think Brecht or Daniel even
>>>>> mentioned it.
>>>>>
>>>>> And yes, 2.5 wreaked havoc, but the benefits far outweighed any
>>>>> documentation problems. As for reorganizing the textures, well, that can be
>>>>> debated, cost vs. benefits.
>>>>>
>>>>> And, beginners don't follow development, or read release logs.
>>>>>
>>>>> On Thu, Nov 3, 2011 at 3:34 PM, Thomas Dinges<blender at dingto.org>    wrote:
>>>>>> Tutorials are valid for the version they have been written for.
>>>>>> If a Tutorial is done with 2.60, it's nice if it's still 100% accurate
>>>>>> for 2.61, but imho this should not restrict us from doing changes. We have
>>>>>> to document the changes well in the release logs and then it is fine.
>>>>>>
>>>>>> You could bring the same argument for lots of changes actually. Should we
>>>>>> not have done 2.5, because compared to 2.4 all the buttons are elsewhere?
>>>>>> ;-)
>>>>>>
>>>>> --
>>>>> Thomas Dinges
>>>>> Blender Developer, Artist and Musician
>>>>>
>>>>> www.dingto.org
>>>>>
>>>>> _______________________________________________
>>>>> Bf-cycles mailing list
>>>>> Bf-cycles at blender.org
>>>>> http://lists.blender.org/mailman/listinfo/bf-cycles
>>>>>
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