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  • Keep triplanars in sync

    Hi!
    Thanks a lot for the addition of the triplanar node! It really helps in a lot of situations.

    One question, though:
    I often pull my maps for glossiness, reflection color, diffuse, bump etc. from a single bitmap input texture. I do some color corrections with the texture, pipe it through a vrayTriplanar and into the vrayMaterial. Now it happens that I have to come up with 5 or 6 triplanar nodes that need to be identical, because the textures need to stay in correlation, of course.
    When I change an attr on one triplanar node I have to change it on all nodes connected to that shader. Do you think it would be possible to automate this?
    First idea: Maybe integrate some sort of "triplanar ID mode", so that the user can assign an ID to a triplanar node that then acts as a "master" and just turn the other triplanar nodes into "slaves" that pull their settings from the master by an assigned ID.
    Another idea: add a bunch (like ten) of additional vector inputs and outputs to the triplanar node. Those just need to inherit the settings from the main texture input.

    What do you think?
    Attached Files
    Last edited by pechart; 03-03-2016, 01:37 PM.

  • #2
    you can just connect attributes from one to all of the other ones and it will drive them - why not?
    Dmitry Vinnik
    Silhouette Images Inc.
    ShowReel:
    https://www.youtube.com/watch?v=qxSJlvSwAhA
    https://www.linkedin.com/in/dmitry-v...-identity-name

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    • #3
      Just because I have to do it every time. But maybe I just do that with a simple script.

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      • #4
        so you setup one triplanar with connections, then duplicate - with connections to network, it will preserve those connections...

        you can also script that.
        Dmitry Vinnik
        Silhouette Images Inc.
        ShowReel:
        https://www.youtube.com/watch?v=qxSJlvSwAhA
        https://www.linkedin.com/in/dmitry-v...-identity-name

        Comment


        • #5
          Just if somebody is interested in this. Select your slave nodes first, then the master node and execute this script (I made a shelf button):


          Code:
          ### Connect vray triplanar nodes ###
          ### Select the slave nodes first, the master node last and execute the script ###
          
          import pymel.core as pm
          
          mySel = pm.ls(orderedSelection=True)
          
          myMaster = mySel[-1]
          print 'Master: ' +myMaster.name()
          
          mySlaves = []
          for each in mySel[:-1]:
              if each.type() == 'VRayTriplanar':
                  mySlaves.append(each)
                  print 'Slave: ' +each.name()
                  myMaster.scale >> each.scale
                  myMaster.blend >> each.blend
                  myMaster.frameOffset >> each.frameOffset
                  myMaster.texRotation >> each.texRotation
                  myMaster.rndMode >> each.rndMode
                  myMaster.rndTexOffset >> each.rndTexOffset
                  myMaster.rndTexRotation >> each.rndTexRotation
                  myMaster.rndAxis >> each.rndAxis
                  myMaster.rndFrameRotation >> each.rndFrameRotation
                  myMaster.refSpace >> each.refSpace
                  myMaster.nodeRefTransform >> each.nodeRefTransform
                  myMaster.uCoord >> each.uCoord
                  myMaster.vCoord >> each.vCoord
          
          ### END ###

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          • #6
            Have you considered using a single triplanar texture and connect the remap nodes after it (to the outputs), not before?
            V-Ray developer

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