My understanding from what I've gathered in the docs and among the posts on this forum is that in order to keep textures from swimming through my animated objects ( transformed or deformed ) I need to do the following :
- Set my triplanar node's coord space to 'Pref'
- Create a texture reference object for all objects
- Enable 'Export Reference Positions' for all objects ( which seems to be default )
I've created a 'Pref' custom AOV and the data appears like it's sticking if I compare it to P but the shader that is using the triplanar nodes still swims.
Is there a step I'm missing, specific order of operations, or any other limitations I should be aware of?