Hello,
In R19 I have a simple scene set up with a Sphere, Voronoi Fracture, and default Connector applied. A Rigid Body tag is on the Voronoi Fracture. When I render the simulation, the Voronoi texture looks as if it was set to Frontal (the noise in the texture is “sliding”). I have it set to UVW like it normally is by default. In the texture there is a noise on the color and bump channels that looks like it stays in place while the geometry falls to the floor. If I place a bitmap image, it seems to be ok..
I quickly set up the same scene in R18, same effect…What could be causing this? Am I missing something? I would really like to be able to utilize procedural noise in the textures I am using, it just doesn’t seem to work with Voronoi Fracture. I put another sphere with the same texture + rigid body tag next to the voronoi to test..and that one renders just fine.. I tried the Stick Texture tag as well as placing the sphere in a Connector inside the Voronoi, both have no effect. I attached a simple scene which, if rendered, shows the issue I am talking about. Any help you can offer would be really appreciated.
Thank you