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.
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