[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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>  
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