I have several questions, but they are all related.
I want to create a box, then put 6 different videos on each of the faces of the box, then I want to distort, i.e. what a noiseSOP would do to a gridSOP, each of the face of the box.
How do I put texture on each of the face of the box? I got it to do it with one when using TextureSOP, but don’t know how to do it for each of the face.
How can I distort only the face of the box? I tried to pipe a box into a noise, and what I got were the faces coming apart on the box
I was thinking of maybe using a deformSOP, but can’t quite wrap my head around how a deformSOP work.
There are a number of ways you might come at this challenge, here are some initial thoughts:
Rather than thinking about box, you probably want to instead think of a grid that’s copied several times at the location of a box’s faces. Doing this, you can use a texture SOP set to xyz location to play nicely with a cube map.
Grid SOP, copy SOP, sphere SOP… Sphere as a mesh with 3 rows and 4 columns. Copy a grid at the sphere template locations. Assuming you want to maintain the edges of the box so you can still see the form, use a box and a merge SOP to create a bounding area to define what points you want to deform. Group these points together, then apply the noise only to the group of points.
Here’s a fast example of what I’m talking about above. It’s not perfect, but it should get you started.
Another approach would be to use a single grid, then instance it at the locations on the mesh. This should work well, but the noise will all be the same, which may not be what you want.
Yet another approach would be to us a vertex shader to deform the points on the grid/box. This would be the fastest approach, but you’ll need to write some GL. container_box_noise.tox (3.71 KB)