11-21-2021, 03:30 PM
Hello everyone!
I have been experimenting with the UV mapping on spline meshed ribbons but i am having some trouble. My scene has physics particles that are sliding down some geometry and leaving a trajectory spline behind. I am using the spline mesher to stretch a 2d plane over its length and i plan to apply a scrolling texture to the mesh for a waterfall effect.
My issue is the UV mapping is mapped to the 2d plane.Since its simply beind steetched along the spline length, shorter splines will compress the texture more and vis-versa. What i want to do is tie the V mapping to the particle velocity so when the particles are falling down, the V gets more stretched to simulate the velocity of the water. If the mesh is horizontal and slowly sliding over the surface the texture would be tiled more to achieve a slower scroll.
I have experimented with the mapping operator and set it to map based on velocity but i cant seem to achieve the result i want. I did get it to change the mapping based on its velocity by setting the timing to continuous on the mapping operator. However, it appears to be assigning the velocity vector value to all the verts of the mesh instead of correctly mapping it across the surface. I was also thinking about possibly using the distance between spline knots but i couldn't find a way to link that to the mapping.
Any insight would be greatly appreciated. Perhaps there is a different way to achieve a similar result?
Thanks!
I have been experimenting with the UV mapping on spline meshed ribbons but i am having some trouble. My scene has physics particles that are sliding down some geometry and leaving a trajectory spline behind. I am using the spline mesher to stretch a 2d plane over its length and i plan to apply a scrolling texture to the mesh for a waterfall effect.
My issue is the UV mapping is mapped to the 2d plane.Since its simply beind steetched along the spline length, shorter splines will compress the texture more and vis-versa. What i want to do is tie the V mapping to the particle velocity so when the particles are falling down, the V gets more stretched to simulate the velocity of the water. If the mesh is horizontal and slowly sliding over the surface the texture would be tiled more to achieve a slower scroll.
I have experimented with the mapping operator and set it to map based on velocity but i cant seem to achieve the result i want. I did get it to change the mapping based on its velocity by setting the timing to continuous on the mapping operator. However, it appears to be assigning the velocity vector value to all the verts of the mesh instead of correctly mapping it across the surface. I was also thinking about possibly using the distance between spline knots but i couldn't find a way to link that to the mapping.
Any insight would be greatly appreciated. Perhaps there is a different way to achieve a similar result?
Thanks!