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Thread: How to use a UV coordinate with a procedural

  1. #1

    How to use a UV coordinate with a procedural

    Hello
    I'm using some procedurals as nodal displacements. Of course, those procedural have no UV input in the projection list . Now I need those procedurals to follow the river object as if It was in a straight line, using the straight UVmap instead of the distorted path of the river in layout.
    While I know I can use the texture filter or a morph trick, I'm wondering if there is a nodal approach to this. I mean forcing a procedural texture to use the UV coordinate of a mesh rather than the default x/y/z coordinates.
    Especially that DPtextures (windy waves) don't exist in the texture filter list.

    Thank you
    Last edited by marchermitte; 09-07-2020 at 08:58 AM.

  2. #2
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    Quote Originally Posted by marchermitte View Post
    ...Especially that DPtextures (windy waves) don't exist in the texture filter list...
    You mean not existing in the Layer Texture Procedural list?
    Should be there if you installed the Rmancollect module.

    As a 3D Procedural in a Scalar Layer+ node, it should be possible to plug an UV Mapping node.

    Denis.

  3. #3
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    Quote Originally Posted by marchermitte View Post
    Hello
    I'm using some procedurals as nodal displacements. Of course, those procedural have no UV input in the projection list . Now I need those procedurals to follow the river object as if It was in a straight line, using the straight UVmap instead of the distorted path of the river in layout.
    While I know I can use the texture filter or a morph trick, I'm wondering if there is a nodal approach to this. I mean forcing a procedural texture to use the UV coordinate of a mesh rather than the default x/y/z coordinates.
    Especially that DPtextures (windy waves) don't exist in the texture filter list.

    Thank you
    windywaves exists in (image editor) the textured filter list, If you have installed it properly, this means installing all the Rman colleciton textures, apart from all NODAL Rman collection textures.
    Once that is done, they should be available in the drop down list of all procedurals.

    for nodal you can get them trough the nodal installation, Or..us a nodal layer and access the Textured version through that nodal layer, but not using the nodal rman version.
    Then there is hacks to use the nodal editor procedural as well, but that is taking it too far than necessary.

  4. #4
    Ok, I installed only the node version of the DP textures, that's why.
    Denis, I tried in the node editor to use a scalar node but couldn't figure out a way to get It to work.

    Thank you for your advices. We hear here and there that Lightwave is dead but the community is well alive. Plus I heard "lightwave is dead" for the last 20 years or so...

  5. #5
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    There used to be nodes for replacing oPos and wPos in nodal access structure..

    The all were removed from packs?

    Procedural texture in node should take replaced oPos or wPos after using such node..

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    Quote Originally Posted by marchermitte View Post
    Ok, I installed only the node version of the DP textures, that's why.
    Denis, I tried in the node editor to use a scalar node but couldn't figure out a way to get It to work...
    Click image for larger version. 

Name:	windy_UV.jpg 
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    Use the same setup for node displacement,
    Make sure you select the UV in the UV Mapping node
    except you need to plug the 'Scalar' (or 'Alpha') output of the Layer node
    in the Y input of a Make Vector node (native Tool nodes),
    but could be also a scaling multiplier of the Normal
    if your mesh isn't plate.

    Denis.

  7. #7
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by marchermitte View Post
    Ok, I installed only the node version of the DP textures, that's why.
    Denis, I tried in the node editor to use a scalar node but couldn't figure out a way to get It to work.

    Thank you for your advices. We hear here and there that Lightwave is dead but the community is well alive. Plus I heard "lightwave is dead" for the last 20 years or so...
    I figured that was what you missed and thus my advice on that previously.

    People do not have a balance of things, Lightwave dead, or Lightwave development dead or paused is different things, even if there is a shut down on development, it will be around for a while..just not as competetive and
    attractive or used that more, and it all depends on what kind of shut down of course, could be they choose to put it on rest for a while, or not releasing that many versions, not doing that much of development, or it could
    be that they actually find something they can implement with the othe productlines that may strengthen Lightwave itself, though I have my own doubts after seeing the ambigous communication from the Lightwave blog, and
    how much effort in the trust I can put in to Vizrt/Newtek as to both maintaining AND developing Lightwave.

    As for community, itīs alive, but itīs reducing in itīs life force in my opinion.

    But thereīs no point in going in to that too much now, I have already spoken too much about it.

    Good Luck with the task at hand.

  8. #8
    Quote Originally Posted by dpont View Post
    Click image for larger version. 

Name:	windy_UV.jpg 
Views:	65 
Size:	225.5 KB 
ID:	148644

    Use the same setup for node displacement,
    Make sure you select the UV in the UV Mapping node
    except you need to plug the 'Scalar' (or 'Alpha') output of the Layer node
    in the Y input of a Make Vector node (native Tool nodes),
    but could be also a scaling multiplier of the Normal
    if your mesh isn't plate.

    Denis.
    Thank you denis but when I plug the scalar to anything else (like a gradient to pick different colors) I get instant crash. I tried several times. Layer color + does work perfectly though.
    Last edited by marchermitte; 09-21-2020 at 02:08 PM.

  9. #9
    Well, I get lots of crashes since I'm using this network, not sure if It's a compatibility problem with the latest LW (2020.02)
    Whenever I try to edit the texture (like adding a mixer to add another procedural) or rendering a vpr preview, I get instant crash again.

  10. #10
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by marchermitte View Post
    Well, I get lots of crashes since I'm using this network, not sure if It's a compatibility problem with the latest LW (2020.02)
    Whenever I try to edit the texture (like adding a mixer to add another procedural) or rendering a vpr preview, I get instant crash again.
    I know that some of Denis plugins can be a bit unstable at some times, scalar layer plus one of them sometimes,
    But I did fire Lightwave 2019.1.5 up right now, and have tested some minutes, with the same setup as in your network on a head with an uv map, and it works without crashing so far, changing procedurals etc, while having VPR open. so it could be an 2020.02 issue, or I havenīt been testing the right amount of minutes to give it a chance to crash, take note if there is a particular texture that could cause it as well.

    Thanks Denis for your development and support.

  11. #11
    Yeap, It happened everytime after I edited the texture inside the texture filter, (animating the offset in the windy wave for instance) and trying to do a VPR to see the result. The problem is that, even if I open the scene file with a text editor and remove any entry with "texture filter" and It's dependencies, It still crashes the scene , but also the object if I try to open It in modeler for instance. I tried to open the scene with 2019.5 and removed any DP plugin from the folder before but It still crashes the scene AND the object.

  12. #12
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by marchermitte View Post
    Yeap, It happened everytime after I edited the texture inside the texture filter, (animating the offset in the windy wave for instance) and trying to do a VPR to see the result. The problem is that, even if I open the scene file with a text editor and remove any entry with "texture filter" and It's dependencies, It still crashes the scene , but also the object if I try to open It in modeler for instance. I tried to open the scene with 2019.5 and removed any DP plugin from the folder before but It still crashes the scene AND the object.
    Ehem, I may not have followed the Exakt procedure you are and as such..it isnīt crashing.
    I just tried that nodal setup within the surfacing and both color and scalar layer plus.

    guess if I tried it within the filture texture, it may crash, but I am to busy now to try that.



    Click image for larger version. 

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  13. #13
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    Try Node Editor > Options > Disable Previews.
    Does it help with crash?

    Try empty scene. Model > Geometry > Sphere.
    Do you still have crash?

    ps. I don't have crash either while playing with Scalar Layer+.

    ps2. Start from download the latest Dpont nodes and kit.. Do you have this week update?

  14. #14
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    I tried the same node setup I posted above, VPR active,
    connecting the scalar from Layer Scalar+ to a gradient and/or to a Mixer,
    don't get crashes, I wouldn't exclude an issue, but must be confirmed
    for debugging.
    Also when you want to remove something, I don't recommend to do that
    by editing the scene as text, better and safe process is removing from the Layout.

    Denis.

  15. #15
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    Quote Originally Posted by marchermitte View Post
    Yeap, It happened everytime after I edited the texture inside the texture filter, (animating the offset in the windy wave for instance) and trying to do a VPR to see the result. The problem is that, even if I open the scene file with a text editor and remove any entry with "texture filter" and It's dependencies, It still crashes the scene , but also the object if I try to open It in modeler for instance. I tried to open the scene with 2019.5 and removed any DP plugin from the folder before but It still crashes the scene AND the object.
    Attach scene here so we can see what you did....
    before editing and after editing..

    Make screen-shots, make videos..

    How come you are taking about editing scene file, which is text, when Scene/Color/Vector Layer+ with UV node should be used inside of Surface's Node Editor?
    So you want to use UV mapping inside of what? Displacement? Motion? other node editor? No, UV mapping works only in Surface's Node Editor..

    To evaluate UV there are needed two things: points and polygon.

    Displacement nodes receive just points.

    Motion (and other custom Node Editors) nodes receive nothing.

    If dpont's nodes don't check whether LWPntID and/or LWPolID fields in Nodal Access structure are not NULL, it will end up with a crash..


    Unless you used TrueArt's Global Materials?
    With it indeed, surfacing of objects, is possible by editing scene file in text editor..
    Last edited by Sensei; 09-22-2020 at 05:53 AM.

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