Hi,
I'm looking for a way to get "uvw coordinates" through material reflection and/or refraction. The better (and probably the only way) I found to get a proper uv pass is to use the render element "VRaySamplerInfo" and set its type to "UVW coordinates". That way, the good thing is I get right values, by this I mean that uv pass you can gives negative values, especially if the tiling on the surface is between 0.0 and 1.0 which means that we are in "real-world" mode (I think). However, this doesn't get me any uv info throuh reflection and/or refraction, I only get the uv over geometries.
By the way, I also try to put the VRaySamplerInfo Map within the color slot of a VRayLight Material that assign this material on the objects and hit render, I get a result but any negative values seems to be clamped that way.
I will try to find other ways, like maybe creating my own shader with VRayGLSL... In the meanwhile if someone has an idea on how to achieve that, I'm all ears
Thanks
I'm looking for a way to get "uvw coordinates" through material reflection and/or refraction. The better (and probably the only way) I found to get a proper uv pass is to use the render element "VRaySamplerInfo" and set its type to "UVW coordinates". That way, the good thing is I get right values, by this I mean that uv pass you can gives negative values, especially if the tiling on the surface is between 0.0 and 1.0 which means that we are in "real-world" mode (I think). However, this doesn't get me any uv info throuh reflection and/or refraction, I only get the uv over geometries.
By the way, I also try to put the VRaySamplerInfo Map within the color slot of a VRayLight Material that assign this material on the objects and hit render, I get a result but any negative values seems to be clamped that way.
I will try to find other ways, like maybe creating my own shader with VRayGLSL... In the meanwhile if someone has an idea on how to achieve that, I'm all ears
Thanks