procedurally changing parameter names on the fly might work, but i think declaring your spare parameters in the shader is much easier and, as far as i know, doesn't negatively affect performance in any significant way. you only export the planes you use. it would be cool to see a procedural method, though.
Jordan Walsh, on 02 May 2013 - 09:34 PM, said:
So back to the idea of getting multiple mattes in shaders procedurally...
can I use a for loop in the shader then chuck a parameter node in there and get the parameter name to change based on the for loop iteration?
can I use a for loop in the shader then chuck a parameter node in there and get the parameter name to change based on the for loop iteration?



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