Forum: Poser - OFFICIAL


Subject: Realistic water...?

Casette opened this issue on Nov 15, 2005 ยท 36 posts


Ajax posted Thu, 17 November 2005 at 2:14 AM

From memory, I think the turbulence node works on local coordinates. If you use P nodes to drive it then it will work on global coordinates. If you use U/V nodes then it will work on the object's UV mapping - so yes there can be issues with alignment of an object's surface, depending on how you set it up. I've never been able to figure out exactly what the 2D node preview shows. For the tubulence node it appeas to be parallel to the y axis but somewhere between the x and z (45 degrees maybe?). Typing values into the three scale parameters should scale the node output. You could also multiply each of your inputs by a single thing and then feed the three multiplied results into the input sockets. AFAIK there is currently no way to set up single parameter scaling for the turbulence node in local coordinates (you can do it with global or UV coords). Before P6 I tried to get in touch with somebody from CL to talk them about this sort of issue and ask for more global/local coord options, but it didn't pan out. I have no idea how to get those guys to talk to me :-( All of this stuff you and I have been discussing is intimately related to animated turbulence. We're getting away from the original topic of the thread a bit. Maybe we should start a new one and I should post some node set-up images.


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