this is an attempt to mix between lagged animated Normals and non-lagged normals by distance from the animated normal - in this case the center of the grid - in red.
Thursday, October 10, 2019
LAG CHOP
playing with the lag chop...
this is an attempt to mix between lagged animated Normals and non-lagged normals by distance from the animated normal - in this case the center of the grid - in red.
this is an attempt to mix between lagged animated Normals and non-lagged normals by distance from the animated normal - in this case the center of the grid - in red.
Saturday, August 24, 2019
rfH - Ribspreader Title
sub-surface test on the Ribspreader (not ripspreader)Title text.
Would be nice to have animated dripping...
...& an initial skin tear test :)
Would be nice to have animated dripping...
RFH (renderman for houdini) step 2 mixing uv coodinates
I got stuck on this for a little while...
it seems now despite posts in prman 22.0
rmfH is automatically dealing with conversion from uv attributes to s,t,st attributes
iwas playing aound with converting/promoting uvs to primvars and using pxrPrimvar in the shading context - but it seems this isn't necessary.
In rmfH 22.6 i am blending ehre between 2 uv sets (maya terminolgy ?)
and using a simple ramp to mask between them.
To avoid confusion - i tested each map and the ramp in SOPS first and updated the render in mantra's ipr until i was sure it was working correctly.
To get the new uvs into the rsl shader, i put 'uv2' into the PRIM_S/ST parms to override the default uv parms. I did not have to convert from 'uv2' to 'st' in SOP context. Thank you developers.
it seems now despite posts in prman 22.0
rmfH is automatically dealing with conversion from uv attributes to s,t,st attributes
iwas playing aound with converting/promoting uvs to primvars and using pxrPrimvar in the shading context - but it seems this isn't necessary.
In rmfH 22.6 i am blending ehre between 2 uv sets (maya terminolgy ?)
and using a simple ramp to mask between them.
To avoid confusion - i tested each map and the ramp in SOPS first and updated the render in mantra's ipr until i was sure it was working correctly.
To get the new uvs into the rsl shader, i put 'uv2' into the PRIM_S/ST parms to override the default uv parms. I did not have to convert from 'uv2' to 'st' in SOP context. Thank you developers.
Sunday, August 18, 2019
RenderMan for Houdini
here's some initial test with Renderman - i havn't really used it much before so lots to learn. The first step was getting Houdini's Cd parm through to shaders using PxrAt or PxrPrimAt.
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