Fixed it. The shader is Gather Vop is blocked if the ray bounce level is more than level 1.
The render time issue remains though. Hopefully Sesi will look at this and show us the way of the Gather Vop
cheers
S
zbrush cavity shader in houdini?
54343 35 1- Serg
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- jrgauthier
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Alright!!
thanks alot Serg!
I'll give it a try!
thanks alot Serg!
I'll give it a try!
JR Gauthier
Character Animation & Design
www.turboatomic.com
http://www.vimeo.com/user2847970 [vimeo.com]
Character Animation & Design
www.turboatomic.com
http://www.vimeo.com/user2847970 [vimeo.com]
- Serg
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- jrgauthier
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Thanks man!
I downloaded v3!
I downloaded v3!
JR Gauthier
Character Animation & Design
www.turboatomic.com
http://www.vimeo.com/user2847970 [vimeo.com]
Character Animation & Design
www.turboatomic.com
http://www.vimeo.com/user2847970 [vimeo.com]
- Mario Marengo
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Hey! You guys have been busy!
Nice looking shader there, Serg! I haven't looked at your attachment yet (I'll try to get to it today), but it looks real nice.
@jrgauthier: Here's your fixed file. The problem: you were trying to access the attribute as a local variable, where none existed. The MeasureSop was indeed creating the attribute with the name you gave it (“CURV”), but it desn't create a attribut->localvar mapping for you so you can't use it as a variable later on in the chain. The way around this is to create the attribute plus its variable mapping before using the MeasureSOP (which simply overwrites its value). Then it's available as a variable (as well as an attribute) lower in the chain.
Hope that made sense (it's been a long weekend and I'm probably not making much sense). Anyway. Have a look at the attached fixed version and see if it clears things up for you.
Cheers!
Nice looking shader there, Serg! I haven't looked at your attachment yet (I'll try to get to it today), but it looks real nice.
@jrgauthier: Here's your fixed file. The problem: you were trying to access the attribute as a local variable, where none existed. The MeasureSop was indeed creating the attribute with the name you gave it (“CURV”), but it desn't create a attribut->localvar mapping for you so you can't use it as a variable later on in the chain. The way around this is to create the attribute plus its variable mapping before using the MeasureSOP (which simply overwrites its value). Then it's available as a variable (as well as an attribute) lower in the chain.
Hope that made sense (it's been a long weekend and I'm probably not making much sense). Anyway. Have a look at the attached fixed version and see if it clears things up for you.
Cheers!
- jrgauthier
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Yeah I've been busy thanking people!
Thanks for the explanations on the measure sop Mario!
It makes way more sense now! This is gonna be useful to know for futur experiments!
thanks alot!
Thanks for the explanations on the measure sop Mario!
It makes way more sense now! This is gonna be useful to know for futur experiments!
thanks alot!
JR Gauthier
Character Animation & Design
www.turboatomic.com
http://www.vimeo.com/user2847970 [vimeo.com]
Character Animation & Design
www.turboatomic.com
http://www.vimeo.com/user2847970 [vimeo.com]
- artzor
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hi all,
i'm trying to understand how serg managed to get surface curvature from an object according to the info he referenced here
(http://www.tomcowland.com/mentalray/tc_curvature/index.html [tomcowland.com])
i have downloaded sergs shader and been trying to figure it out, but could anyone simplify this shader for me or explain how to actually get the curvature this way?
out of all the methods on this post, sergs seems the best because it works on low poly models.
oh and btw, the simplest solution is to just grab displacement values from the displacemnt shader (assuming you're using a map from zbrush) and bring those into the surface shader…
i'm trying to understand how serg managed to get surface curvature from an object according to the info he referenced here
(http://www.tomcowland.com/mentalray/tc_curvature/index.html [tomcowland.com])
i have downloaded sergs shader and been trying to figure it out, but could anyone simplify this shader for me or explain how to actually get the curvature this way?
out of all the methods on this post, sergs seems the best because it works on low poly models.
oh and btw, the simplest solution is to just grab displacement values from the displacemnt shader (assuming you're using a map from zbrush) and bring those into the surface shader…
to a man with only a hammer every problem looks like a nail.
- artzor
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- mrice
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We're talking about Serg's curvature shader?
I think there's one thing missing. You need to normalize the normal returned inside the gather loop. So in the example file, jump inside the if1 loop, then inside the vgather2 loop, and add a normalize node between subinput1->__N and add1->input1. Does that work?
I think there's one thing missing. You need to normalize the normal returned inside the gather loop. So in the example file, jump inside the if1 loop, then inside the vgather2 loop, and add a normalize node between subinput1->__N and add1->input1. Does that work?
artzor
Hey Serg, or anyone else really…
any idea why this cavity shader doesn't work on sub-d surfaces?
even in your attached hip file, turn the object into a (render-time) sub-d surface… and boom… shader broken
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