getting Pz into a karma shader ?
732 4 0- igloo
- Member
- 9 posts
- Joined: Feb. 2014
- Offline
- protozoan
- Member
- 1680 posts
- Joined: March 2009
- Offline
- jsmack
- Member
- 8021 posts
- Joined: Sept. 2011
- Offline
protozoan
Put down a Karma Ray Import VOP and set it to "ray:hitdist", and a mtlx range after that.
Hit distance is the slant distance, which is the length of P - I in a VEX material. For Pz, which is the Z-axis distance, you want "ray:hitPz"
Edit:
Note this only works for Karma CPU, for XPU you're stuck exporting the depth AOV and remapping in post.
Edited by jsmack - June 11, 2024 12:21:03
- tamte
- Member
- 8753 posts
- Joined: July 2007
- Offline
having depth in world units and potentially remapping in post is usually more ideal anyway, at least it's more consistent for depth based comp effects like DOF or Fog
since if it's already remapped to 0-1 there is no easy way to know the real depth
since if it's already remapped to 0-1 there is no easy way to know the real depth
Edited by tamte - June 11, 2024 23:23:05
Tomas Slancik
FX Supervisor
Method Studios, NY
FX Supervisor
Method Studios, NY
- brians
- Staff
- 521 posts
- Joined: May 2019
- Offline
jsmack
Note this only works for Karma CPU,
"ray:hitPz" should work with XPU
https://www.sidefx.com/docs/houdini/solaris/karma_xpu.html#summary [www.sidefx.com]
are you finding that it does not?
-
- Quick Links