Hi there. I'm a senior lighting artist at a game studio, currently doing the shading and lighting of assets for a game trailer.
I'm at a bit of a loss here, but is it just not possible to use triplanar mapping in an alembic workflow? I'm pretty new to Vray, I'm currently in the middle of my first production with it. Prior to Vray, I was a Renderman user for two years, on a tv series and a feature film. I ran into the same issue using their 3d manifold (their version of Triplanar) but they offered a solution where you could freeze the vertex information in a Pref attribute on the geometry, and then point the 3d manifold node to that attribute so that the projected texture stuck to the deforming geometry, rather than swim through it.
Is there any such workflow for Vray? I've used the triplanar mapping node extensively on the assets I'm look developing. For example, one is an off road vehicle, where triplanar was used to add surface imperfections across the object, as well as drive the scale of the dirt material. It's worked brilliantly thus far, and the asset is approved and ready for production. It saved us having to perfectly unwrap every nut, bolt and other arbitrary geometry, and send it to our texture artist to hand paint all of this. But it's all for nothing if the method falls apart when the shader is applied to an alembic.
I've only ever worked in production environments where alembic's are handed over to the lighting/shading/rendering department, so I'm really hoping that I've simply missed something, and that ChaosGroup has indeed made provisions to use the triplanar node and procedurals textures in an alembic workflow.
Thanks for your time.
Nigel.
I'm at a bit of a loss here, but is it just not possible to use triplanar mapping in an alembic workflow? I'm pretty new to Vray, I'm currently in the middle of my first production with it. Prior to Vray, I was a Renderman user for two years, on a tv series and a feature film. I ran into the same issue using their 3d manifold (their version of Triplanar) but they offered a solution where you could freeze the vertex information in a Pref attribute on the geometry, and then point the 3d manifold node to that attribute so that the projected texture stuck to the deforming geometry, rather than swim through it.
Is there any such workflow for Vray? I've used the triplanar mapping node extensively on the assets I'm look developing. For example, one is an off road vehicle, where triplanar was used to add surface imperfections across the object, as well as drive the scale of the dirt material. It's worked brilliantly thus far, and the asset is approved and ready for production. It saved us having to perfectly unwrap every nut, bolt and other arbitrary geometry, and send it to our texture artist to hand paint all of this. But it's all for nothing if the method falls apart when the shader is applied to an alembic.
I've only ever worked in production environments where alembic's are handed over to the lighting/shading/rendering department, so I'm really hoping that I've simply missed something, and that ChaosGroup has indeed made provisions to use the triplanar node and procedurals textures in an alembic workflow.
Thanks for your time.
Nigel.
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