Sampling Shader
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 07/01/2007 at 19:43, xxxxxxxx wrote:
Let´s hope so. I also would like to know.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 08/01/2007 at 09:12, xxxxxxxx wrote:
.. i hope that from today the maxon support will be operative...
Cheers
Renato -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 11/01/2007 at 11:45, xxxxxxxx wrote:
Sorry for the delay. Shouldn't that be GetChannel(CHANNEL_COLOR) and not GetChannel(NULL), if your plugin shader is in the color channel for example? Then you should be able to use BaseChannel::Sample(), I think. As Katachi says, this is the only function that will allow you to sample an arbitrary point.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 11/01/2007 at 11:51, xxxxxxxx wrote:
Hi Mikael,
It work also with a Custom Material?
Cheers
Renato -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 11/01/2007 at 12:06, xxxxxxxx wrote:
No, for PluginMaterial (if that's what you mean) there are only the BaseMaterial sampling functions, afaics, for example CalcSurface().
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 11/01/2007 at 12:33, xxxxxxxx wrote:
Mikael,
i only need to sample shader color of each custom "channel".
There is a Vray Material with some shaderlink inside.
Some for diffuse, some for specular, mirror, glass etc.I see that there are no problems to sample each shader linked in it.. but i need to know how to pass and retrieve UVW or 3D coordinate to the shaders.
Thanks
Renato -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 18/01/2007 at 00:02, xxxxxxxx wrote:
Hm, it looks like that's a limitation of accessing the shaders directly, without access to their channels. But perhaps you could clone the shaders and insert them into dummy BaseChannels in order to call BaseChannel::Sample?
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 18/01/2007 at 06:13, xxxxxxxx wrote:
when rendering? uhm..
let me think about it.
Cheers
Renato -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 18/01/2007 at 12:41, xxxxxxxx wrote:
Yeah. Preferably as a pre-step, I guess, in order not having to clone for every calculation.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 18/01/2007 at 13:47, xxxxxxxx wrote:
yes, i need to make a copy of material... initialising then call the sample.
Thanks for now
Renato T. -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 21/01/2007 at 06:38, xxxxxxxx wrote:
Mikael,
how i can put the parent shader in a new material with all shader tree?
Cheers
Renato