3d pattern to 2d texture. how to?

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Hi guys,
I am trying to generate a 2d image from a shader with 3d patterns applied to color, so that I can then apply this texture on the uvs of my geometry, and have the same results than those with the pattern, but quicker. This should be fairly easy to do, but I cannot find how. Does anyone have a clue?
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Well one simple way is to simply render the shader(assigned to Fog object).
1. Load the i3d sequence into 3D TextureFog volume SHOP.
2. Create Fog object and set the volume SHOP to use the shader. Create the appropriate pre-viz Geometry using Isosurface SOP but don't render the Geometry
3. Create 3 point lighting using distant light SHOPs. Shadows are an option
4. Place camera so that the pre-viz geometry encompasses the view. Se the cam resolution to desired rez.
5. Render out the image sequence in your favorite format. image_$F4.pic
6. Use the image sequence as texture map. In VEX use Texture VEX or use SuperMaterial.

Dave Rindner
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no no, I wasn't meaning this kind of 3d texture. I was unclear. I mean a pattern that can be created in a VEX surface shader and that takes as input the global variable P ( like the splatter VOP ) as opposed to 2d pattern that take as input the variables s and t. I call them 3d pattern as thay are function depending on a vector parameter ( and this is the maya vocabuary ), but it may be wrong to call it this way.
I hope you still can help me because I really cannot find the solution…
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I am not sure if I am reading you right. Is the shader being applied to surface but not object(UV) space, rather in world space.
If that is the issue then you need transform to object space. Now the nuts and bolts of it I have to look into. Very likely using Convert with Matrix VEX. But before we spend time on this, I want to know if thats the problem we are discussing.

Dave R
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I believe you want to “bake” out your 3D texture as a map, then re-apply this to your geometry.

First off, you need acceptable uv's on your geometry. Apply your 3D material. Next, if this works (still in beta), to to the mantra output driver and for the render command, use:

mantra -u model
but it only works with polys and vertex uv's and it most likely will fail.

The workaround for this is a bit involved and covered in this thread:
http://odforce.net/forum/index.php?s=3277923d8b013ff1fd6e847f3d1bf7f1&act=ST&f=15&t=1008&hl=normal [odforce.net]
There's at least one school like the old school!
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yes, this is exactly what I need, thanks a lot Jeff.
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