I'm not sure if this is the correct place to as such a sdk question but I could not find another appropriate forum.
I'm trying to find a way through the examples for creating geometry during rendertime. To be honest, I find the examples a little bit complex - at least for me.
What I want to do is to create procedural geometry for our fur pipeline.
In mentalray I have a geometry shader which is executed at the start of rendering and creates a lot of placeholders which produce fur strands as soon as they are touched by the renderer. The fur has some per hair and per vertex informations. Now I want to implement this fur tool for vray.
What would be great is to have an example how a single procedural hair is created maybe in such a order (if possible):
- create a procedural which is exported from maya
- this procedural reads some data from disk and creates all necessary fur infos and it creates all necessary procedural geometry for fur rendering at start of frame rendering.
- the procedural wich is called as soon as the bounding box is touched by the renderer and creates the actual hair strands.
I'm trying to find a way through the examples for creating geometry during rendertime. To be honest, I find the examples a little bit complex - at least for me.
What I want to do is to create procedural geometry for our fur pipeline.
In mentalray I have a geometry shader which is executed at the start of rendering and creates a lot of placeholders which produce fur strands as soon as they are touched by the renderer. The fur has some per hair and per vertex informations. Now I want to implement this fur tool for vray.
What would be great is to have an example how a single procedural hair is created maybe in such a order (if possible):
- create a procedural which is exported from maya
- this procedural reads some data from disk and creates all necessary fur infos and it creates all necessary procedural geometry for fur rendering at start of frame rendering.
- the procedural wich is called as soon as the bounding box is touched by the renderer and creates the actual hair strands.
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