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point position for deforming geometry

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  • point position for deforming geometry

    a compositor asked me for a point position pass but wanted it for deforming geometry and sent me this link of something which seems to work but the set up is for vray for maya.

    http://erwanleroy.com/create-positio...vray-for-maya/

    I tried to do a similar thing as described but it did not work. My results always ended with the geo moving through the position pass.

    Has anyone been successful setting this kind of thing up in 3ds max and vray?

    Thanks,

    V. Miller

  • #2
    Yep - you have to add a uvw map modifier to your objects, set it to XYZ to uvw mode (so it turns the world space coordinates of the mesh verts into uvw values) and then either collapse that modifier down into the object so it sticks more make sure that it's below whatever modifiers, like skin for example, are making it deform.

    Make sure that your newly added uvw map isn't using a uv channel that you're using for your regular object texturing (lets say 99 for safety) and then you can add in a samplerinfo render element. Set it to use UV as it's mode and set the channel to 99.

    Alternatively if your object is really nicely uv'd already, you can use the existing uv data in your sampler info pass.

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    • #3
      of course I should have searched the forum before posting

      https://forums.chaosgroup.com/forum/...ference-passes

      Thanks for posting so quickly joconnell.
      Last edited by vance3d; 16-07-2020, 04:05 PM.

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