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Recent Forum Posts
shader in an inline VOP April 9, 2003, 2:34 p.m.
Hi there…
I was trying to get some layered shader functionnality from VOPS…
(yes, I know it's not meant to be used like that, but if it works….)
the idea is to write shaders in plain ol' vex, load tehm in an inline Vop
and then mix and match the results in there…
Trouble is passing attributes to the shader into the inline Vop. it works great with one shader, plugging in parameters vops that have the same name as the shader arguments does work: the shader respond to the vop parameters.
Problems arise when we have more than one copy of the shader in many inline vops, then the parameters name are not unique, and clash..
remapping(/renaming) parameters in the tinline vop doesn't solve the problem
any ideas?
Cheers!
-Charles
I was trying to get some layered shader functionnality from VOPS…
(yes, I know it's not meant to be used like that, but if it works….)
the idea is to write shaders in plain ol' vex, load tehm in an inline Vop
and then mix and match the results in there…
Trouble is passing attributes to the shader into the inline Vop. it works great with one shader, plugging in parameters vops that have the same name as the shader arguments does work: the shader respond to the vop parameters.
Problems arise when we have more than one copy of the shader in many inline vops, then the parameters name are not unique, and clash..
remapping(/renaming) parameters in the tinline vop doesn't solve the problem
any ideas?
Cheers!
-Charles
gather loop in a light shader April 2, 2003, 2:40 p.m.
Hi everyone,
thought' I'd pop a couple of questions I had
about light shaders…
I'm trying to implement ambient occlusion through light shaders,
so that the amb. occlusion info would be available through an ambient light. This is handy since all the GC keylights can still be seen overlaid
through the diffuse() call.
…and this has to be done in version 5.5.x
Problem is, as far as I understand it, to get a light evaluated
during the ambient() loop, L should be set to 0, but in order for
the shader to work with a gather loop, L has to be set to N (no way around that), and the the occlusion info ends up getting passed to the diffuse term instead of the ambient one….
(the actual gather loop works fine otherwise….)
am I doing anything wrong? is it an implementation issue,
or can we get around that? is there any other way (an explicit way)
to categorize a light as ambient?
any ideas or suggestions most welcome
Cheers!
-Charles.
thought' I'd pop a couple of questions I had
about light shaders…
I'm trying to implement ambient occlusion through light shaders,
so that the amb. occlusion info would be available through an ambient light. This is handy since all the GC keylights can still be seen overlaid
through the diffuse() call.
…and this has to be done in version 5.5.x
Problem is, as far as I understand it, to get a light evaluated
during the ambient() loop, L should be set to 0, but in order for
the shader to work with a gather loop, L has to be set to N (no way around that), and the the occlusion info ends up getting passed to the diffuse term instead of the ambient one….
(the actual gather loop works fine otherwise….)
am I doing anything wrong? is it an implementation issue,
or can we get around that? is there any other way (an explicit way)
to categorize a light as ambient?
any ideas or suggestions most welcome
Cheers!
-Charles.
deep rasters Oct. 29, 2002, 1:25 p.m.
err…the solution is simple enough right?…so I did as you said..but still no results..the pic file turns out empty…and at render time I get:
“Variable <spec_pass> not found”
I tried both with and without filling the “File/Plane name” field..
if I dont' fill that field, I get an RGBA image that has the luminance in it…
still no layers…
I'm picking vector, 8bit…the variables are all colors…
sooo…any ideas?
“Variable <spec_pass> not found”
I tried both with and without filling the “File/Plane name” field..
if I dont' fill that field, I get an RGBA image that has the luminance in it…
still no layers…
I'm picking vector, 8bit…the variables are all colors…
sooo…any ideas?