Hi
Is possible to texture map a volume with a 2d texture?
How i can do that?
Thanks
Volume Texture Mapping
9003 5 0- Alejandro Echeverry
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- jason_iversen
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You might be interested in this: http://forums.odforce.net/index.php?showtopic=8954&pid=59282&st=12&#entry59282 [forums.odforce.net]
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]
- Alejandro Echeverry
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Thank you very much guys, you are the best.
Jason And Brian, Thank you.
What about “Du(), Dv(), and Dw()” variables from a volume, how we can use them? (only for curiosity).
Thanks.
Jason And Brian, Thank you.
What about “Du(), Dv(), and Dw()” variables from a volume, how we can use them? (only for curiosity).
Thanks.
Feel The Knowledge, Kiss The Goat!!!
http://www.linkedin.com/in/alejandroecheverry [linkedin.com]
http://vimeo.com/lordpazuzu/videos [vimeo.com]
http://www.linkedin.com/in/alejandroecheverry [linkedin.com]
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- jason_iversen
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No problem…
Du(), Dv(), Dw() are almost always just used for technical purposes: for antialiasing your shading mostly.
These values return the change in any of a shader value between adjacent samples in the u, v, or w directions. This allows a shader-writer to know how to make sure that his shader doesn't twinkle, and other things.
Du(P) gives the change in position (so useful it also comes in the dPdu/v/z “derivative” flavours), which is most useful for thing like noise where you want to limit your feature sizes so that features don't wink in and out of existence as your object gets diced more or less as you change your range to your surface. The AntiAliased Noise VOP already listens to this, as does texture(), for it to select the most appropriate (prefiltered) mip-map of a texture.
Dw(density) for instance, in a shader applied to volumes, will return the change in density between samples in depth - which can be useful for… I don't know… STUFF!
I hope this helps a bit.
PS. Many of the shaders and VOPs in Houdini already use this where appropriate, hopefully freeing most people from worrying about this stuff.
Du(), Dv(), Dw() are almost always just used for technical purposes: for antialiasing your shading mostly.
These values return the change in any of a shader value between adjacent samples in the u, v, or w directions. This allows a shader-writer to know how to make sure that his shader doesn't twinkle, and other things.
Du(P) gives the change in position (so useful it also comes in the dPdu/v/z “derivative” flavours), which is most useful for thing like noise where you want to limit your feature sizes so that features don't wink in and out of existence as your object gets diced more or less as you change your range to your surface. The AntiAliased Noise VOP already listens to this, as does texture(), for it to select the most appropriate (prefiltered) mip-map of a texture.
Dw(density) for instance, in a shader applied to volumes, will return the change in density between samples in depth - which can be useful for… I don't know… STUFF!
I hope this helps a bit.
PS. Many of the shaders and VOPs in Houdini already use this where appropriate, hopefully freeing most people from worrying about this stuff.
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]
- Alejandro Echeverry
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Thanks Jason for your Time and Help.
I have to study these topics more deeply.
Thank You!!!.
I have to study these topics more deeply.
Thank You!!!.
Feel The Knowledge, Kiss The Goat!!!
http://www.linkedin.com/in/alejandroecheverry [linkedin.com]
http://vimeo.com/lordpazuzu/videos [vimeo.com]
http://www.linkedin.com/in/alejandroecheverry [linkedin.com]
http://vimeo.com/lordpazuzu/videos [vimeo.com]
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