[Bf-funboard] Offset for procedural textures

joeedh joeeagar at prodigy.net
Sat Oct 16 21:16:03 CEST 2004

Martin Poirier wrote:

>That feature already exist. It's in the Map Input
>panel of the material, and it's animatable by IPO.
>--- 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?
>>Bf-funboard mailing list
>>Bf-funboard at projects.blender.org
By the way theeth, did you get my emails about those object converter 
functions I wrote for your new Transform() code?

P.S.: And I also got vert scaling along transformation center to work.  
The only problem is finding the screen coordinates of the transformation 
center, that is turning out to be much harder then the actual scaling 
function itself.  When I get done figuring out that I'll send it to you, 
though you will probably need to do some modifcations (I've realized 
that the "per-vert" really applies to Objects too).

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