i want to do just a simple thing
bring in a bricks vop
than 2 textures and wire them to the brick color 1 and brick color 2.u know what i mean…
as you guessed it doesn't work,i think it's the simplest thing on earth but not for houdini and i don't wanna mesh with vex!
any help?
tiling textures or sth like that
4074 4 0- skotadopsyxos
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- jason_iversen
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Not sure exactly what you want to do, but this might give you a clue:
http://www.odforce.net/jason/brick_with_two_textures.zip [odforce.net]
Render the plane and you'll see two textures are substituted for the brick and mortar colors.
http://www.odforce.net/jason/brick_with_two_textures.zip [odforce.net]
Render the plane and you'll see two textures are substituted for the brick and mortar colors.
Jason Iversen, Technology Supervisor & FX Pipeline/R+D Lead @ Weta FX
also, http://www.odforce.net [www.odforce.net]
also, http://www.odforce.net [www.odforce.net]
- skotadopsyxos
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no,that's no what i want
i want for each brick 2 have it's own texture or maybe material
the problem is just not with bricks but with all of the patterns
in 3ds max(i don't like it but it's a good example) you'd make a checker and than replace a color with a bmp
is there a simple way to do this in vops?
i want for each brick 2 have it's own texture or maybe material
the problem is just not with bricks but with all of the patterns
in 3ds max(i don't like it but it's a good example) you'd make a checker and than replace a color with a bmp
is there a simple way to do this in vops?
- jason_iversen
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The Bricks VOP doesn't support this natively, however there are several ways, VOPs, native VEX or some simple modelling if you're scared of modifying the VEX shaders too much.
However, if you dive into the Bricks VOP you will see the component operations. Looking about, you'll see that BrickerVOP inside the BrickVOP outputs an s&t (texture coordinates) per tile. Use these in a ColorMap/TextureVOP and you'll see per-face mapping. Pretty easy.
Look at the attached image for how I did it in about 10 secs:
http://www.odforce.net/jason/brick_mod.jpg [odforce.net]
http://www.odforce.net/jason/brick_mod_cu.jpg [odforce.net]
The other method (emphasis on modeling instead of shader-writing) might be do create faces in the arrangement of your bricks and use simple texturemapping and “Face” mapping in the UVTextureSOP.
Enjoy,
Jason
However, if you dive into the Bricks VOP you will see the component operations. Looking about, you'll see that BrickerVOP inside the BrickVOP outputs an s&t (texture coordinates) per tile. Use these in a ColorMap/TextureVOP and you'll see per-face mapping. Pretty easy.
Look at the attached image for how I did it in about 10 secs:
http://www.odforce.net/jason/brick_mod.jpg [odforce.net]
http://www.odforce.net/jason/brick_mod_cu.jpg [odforce.net]
The other method (emphasis on modeling instead of shader-writing) might be do create faces in the arrangement of your bricks and use simple texturemapping and “Face” mapping in the UVTextureSOP.
Enjoy,
Jason
Jason Iversen, Technology Supervisor & FX Pipeline/R+D Lead @ Weta FX
also, http://www.odforce.net [www.odforce.net]
also, http://www.odforce.net [www.odforce.net]
- jason_iversen
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Hey, did this work for you?
:arrow:
:arrow:
Jason Iversen, Technology Supervisor & FX Pipeline/R+D Lead @ Weta FX
also, http://www.odforce.net [www.odforce.net]
also, http://www.odforce.net [www.odforce.net]
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