The texture on the front of the page needs to be different from the texture on the back.
The image has to match the connecting shot perfectly. the pages do not lay perfectly flat because if you adjust the nCloth dynamics so they have no resistance to bend or friction, they don't move like paper. The solution I used was to map the UV texture for the initial frame with a "camera map", animate the dynamics around the last frame to relax, and adjust the UVs for the last frame manually.
(Hypergraph of the 2 sided texture nodes)
It is passable for a page that is mostly white, but the manually perspective matched UV map, would not work with a detailed texture.
It occured to me that I might use a "use background" texture for one of the sides, and duplicate the geometry on another layer, with the "use background"texture applied to the other side, but I have run into the same problem I had initially. If you map a texture after you apply the nCloth, the texture is not going to be pinned to the material. I have not found a tutorial that shows you how to pin a texture after a deformation that is attached to the geometry in the state the geometry was in on the time-slider when it was applied.
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