Hi!
I've got a problem when rendering points as sprites.
I've got a lot of points scattered from grid.
In the objects->Render->Geometry tab I've set “Procedural Shader” to “/shop/vm_geo_Sprite1” shader, which is of type: “Mantra Sprite Procedural”.
to these points I've added 3 attributes: spriterot spritescale and spriteshop
spriterot spritescale - they both are working - are rotating andscaling the sprites, but, when I'm rendering the scene - these sprites are white, and
attribute spriteshop is set to String: “/shop/v_layered1”, where v_layered1 is material with Mandril.pic.
How to render them with this texture? Am I making something wrong?
points as sprites rendering
13367 7 3- danilo2
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- danilo2
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I found partial answer - everything work good, when I create material with my “VOP VEX SURFACE SOP” connected to “Surface Shader” and my “Mantra Sprite Procedural” connected to “Geometry Shader”
- then, after aplying this material I can see sprites with texture!
But Is there any method to make this effect without assigning this material to object?
only with (as I said before) setting:
the objects->Render->Geometry tab-> “Procedural Shader” to “/shop/vm_geo_Sprite1” shader, which is of type: “Mantra Sprite Procedural”?
- then, after aplying this material I can see sprites with texture!
But Is there any method to make this effect without assigning this material to object?
only with (as I said before) setting:
the objects->Render->Geometry tab-> “Procedural Shader” to “/shop/vm_geo_Sprite1” shader, which is of type: “Mantra Sprite Procedural”?
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- danilo2
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- tamte
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i think i made mistake in my previous post
the method 1 should be:
create point attribute “shop_vm_surface” with the string value “/shop/v_layered1” and also include “shop_vm_surface” in attributes of the sprite procedural shader
with this method you do not need anything in material slot of the object
(“spriteshop” seems to be only for viewports)
the method 2 is obviously working fine and i use it preferably. Use method 1 only when you need control over surface shader per particle
the method 1 should be:
create point attribute “shop_vm_surface” with the string value “/shop/v_layered1” and also include “shop_vm_surface” in attributes of the sprite procedural shader
with this method you do not need anything in material slot of the object
(“spriteshop” seems to be only for viewports)
the method 2 is obviously working fine and i use it preferably. Use method 1 only when you need control over surface shader per particle
Tomas Slancik
FX Supervisor
Method Studios, NY
FX Supervisor
Method Studios, NY
- danilo2
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