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What kind of Attributes? Can you give an example?
I guess at the moment we are not skipping unknown attributes.
We are processing positions, normals, uvs and velocities, I think.
Arbitrary attributes. For example, say we have a selfillumination thing going on in our shader we could create a point variable on the mesh that then acts as a multiplier in the shader. Or in my case, I got water that goes from solid to foam, I need to control this by particle attributes that gets picked up by the shader.
You want user attributes in the proxy. I add a thread about this : http://www.chaosgroup.com/forums/vbu...butes-in-Proxy (but before in Maya).
I don't know if it is very diffucult or if this "big" feature can be here quicly.
We start a new feature film with some armies and this feature will help us a lot (for variations in the shader, switch textures, etc etc).
Arbitrary attributes. For example, say we have a selfillumination thing going on in our shader we could create a point variable on the mesh that then acts as a multiplier in the shader. Or in my case, I got water that goes from solid to foam, I need to control this by particle attributes that gets picked up by the shader.
Do it with a color set, and it will work fine - there is a VRayVertexColors texture for accessing color set information from within a shader. Color sets are also stored in .vrmesh files.
For accessing particle attributes, you can use the particleSampler shading node.
No, according to your thread your thing would be per object. I want to pickup attributes from points or polygons. In my case these would need to be baked into a houdini geo/bgeo and converted to vrmesh data through ply2vrmesh.
Just want to drop some thoughts on this. I've recenly discovered that you can't displace a vr proxy. This is a major drawback as all houdini I/O is happening through proxies and displacement is an everyday thing.
We've never really got over the fact that one can't read/write point attributes either. If you do anything with particles, you want hidden attributes.
My hopes is that alembic will be a saviour for both of these issues and maby your work should be focused on getting that to play with vray but in my experience the I/O currently needs some love to be able to carry through effect heavy productions.
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