Hi,
I've never really dabbled in shader writing, so I'm not sure what is and what isn't possible.
My goal is to output edge stretch/compression (with delay, ideally) for a deforming polygon mesh to drive shader values. I can do this with SOuP but I'd prefer to do it rendertime. So I guess my question is: How much info about the mesh being rendered is accessible to (OSL?) textures/shaders? Can I 'record' all initial edge lengths into a sort of dictionary, and compare against those in the shader at rendertime?
/Dan
I've never really dabbled in shader writing, so I'm not sure what is and what isn't possible.
My goal is to output edge stretch/compression (with delay, ideally) for a deforming polygon mesh to drive shader values. I can do this with SOuP but I'd prefer to do it rendertime. So I guess my question is: How much info about the mesh being rendered is accessible to (OSL?) textures/shaders? Can I 'record' all initial edge lengths into a sort of dictionary, and compare against those in the shader at rendertime?
/Dan
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