I am trying to get particle attributes transferred to a shader using Vray's Per-particle attribute export.
I can easily pass the rgbPP to color, or use a userVectorPP to pass a color to an instancer's shader.
The main issue is that I'm unable to use a userScalarPP attribute to drive channels like frame extension. It would be great to use a single shader driven by a particleSamplerInfo node instead of 300+ objects with their own unique shaders.
I also can't use a layered texture, the shader just breaks. Fortunately, it's possible to use a VRay Blend Mtl to accomplish almost the same thing.
Is there any published guide to this sort of thing? A list of limitations? I've found very little documentation so far.
Thanks.
I can easily pass the rgbPP to color, or use a userVectorPP to pass a color to an instancer's shader.
The main issue is that I'm unable to use a userScalarPP attribute to drive channels like frame extension. It would be great to use a single shader driven by a particleSamplerInfo node instead of 300+ objects with their own unique shaders.
I also can't use a layered texture, the shader just breaks. Fortunately, it's possible to use a VRay Blend Mtl to accomplish almost the same thing.
Is there any published guide to this sort of thing? A list of limitations? I've found very little documentation so far.
Thanks.
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