Hi there,
i am a complete c++ noob and try to understand the vrayblinn example. I can compile and use the example but i donĀ“t understand where the computation of the blinn is happening. All i see in this example is the basic input output structure. Maybe someone could help me out? I want to replace the blinn computation by a simple pass through of a shader output: inColor -> outColor -> shadinggroup.
What i in the end want to achive is a "material frontend" where i want to bundle many paramateres which are spread over a shading network and i want to pass through the outputcolor of this network through the new node into the shading group. so the "shader" itself does no computation, just sending values to the network and receiving and pass through the outputcolor.
Does anyone have an idea how to achive this as simple as possible ?
Many thanks,
Andy
i am a complete c++ noob and try to understand the vrayblinn example. I can compile and use the example but i donĀ“t understand where the computation of the blinn is happening. All i see in this example is the basic input output structure. Maybe someone could help me out? I want to replace the blinn computation by a simple pass through of a shader output: inColor -> outColor -> shadinggroup.
What i in the end want to achive is a "material frontend" where i want to bundle many paramateres which are spread over a shading network and i want to pass through the outputcolor of this network through the new node into the shading group. so the "shader" itself does no computation, just sending values to the network and receiving and pass through the outputcolor.
Does anyone have an idea how to achive this as simple as possible ?
Many thanks,
Andy
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