I’m working on a skin shader for which I would like a number of blended procedurally generated noises to drive my specular channel. I’ve run into the problem that this spec noise is “swimming” on the mesh surface once it is animated.
I’ve found this article in the UE documentation which seems to talk about this topic:
My noise is behaving exactly like the gif playing for “Tri-Planar Material” and I would like it to behave like “Tri-Planar Pre-Skinned Local Normal Vector Expression”.
Is there a way to use the “Pre-Skinned Local Normal” node with the position input of procedural noises? I’ve tried hooking them up directly but am getting an error, obviously it might be more complicated than that
Also open to any other solution to make the noises stop swimming on the animated meshes surface if there is one?
Thanks a bunch in advance!