Showing posts with label noise. Show all posts
Showing posts with label noise. Show all posts

Friday, 26 November 2021

baking textures with Redshift

This youtuber explains how to bake lightmaps... Textures is a very similar process
 https://www.youtube.com/watch?v=N5LcTTywUVs

The key points.. I will do a proper write up later.
Tick "bake rendermaps" in your Redshift Rop.
Ensure the object you're baking is specified in both the Rendermap & Objects tabs
The baker will just bake whatever it is given - so for noise/triplanars, you might want to make a new material with just that node pulled in, using a material merge. Or you might want to pull in the whole diffuse colour etc.
For bumps/float values, I use a "Color maker" node as an "out" null.. Nulls don't seem to behave. (could be wrong on this)


oh - and make sure in the IPR tab of the rop, IPR Progressive Rendering is turned OFF.

oh oh - remember to put the objects and/or lights you might want to be baking into the usual objects bit of the ROP!

Monday, 14 January 2019

stick noise to geo

Something super simple and dumb that I'm surprised I've never used beforehand!

To keep a 3d noise value from,say, a point-vop sticking to Geometry, make a rest-position value before the object is meant to start animating. There is a handy Rest SOP for this.

Monday, 6 March 2017

CHOPs: Some things.

  • To create more channels in Noise, you'll want to change the Channel name in the Channel tab to blabla[0-100]. This makes 101 channels..so do the usual (n-1) amount. You can then have a seed per channel by using the $C token in the seed field.
  • It's actually fairly annoying to blend animations in CHOPs. Create a channel and make animation curves that go from 0 to 1 in order & multiply these against other curves to activate/deactivate them.