I have a quick question for all VEX samurais over there regarding as the title implies the clipping planes of a lens shader.
So far I understand and am able to manipulate the P and I (direction) of where the rays are shooting, and I have tried to find a way to modify the far and near clippling planes of my render but so far no success.
So, my concrete question is: what is the CVEX declaration of the near and far clip plane in a lens shader?
I mean it should be something in the lines of:
export vector P = 0; //Ray origin in Camera space export vector I = 0; //Ray direction in Camera Space export int valid = 1; //Whether the sample is valid for measuring //tried this as referenced here: https://www.sidefx.com/docs/houdini/vex/functions/orthographic.html but no dice export float clip_near
I also tried multiplying the direction, in hopes that maybe it will do something. It is an orthographic inwards cylinder btw!
Thanks a lot for reading
Cheers!