Jump to content

Vertex lighting


ResidnT

Recommended Posts

There is also the additional option of running mantra with a commandline switch "-u" to unwrap the shader. Once the shader is unwrapped, you can apply the colours from the freshly rendered map to the point using the tex() and texni() functions... alternatively, use a VOP SOP with a Texture VOP and apply the color to Cd.

This will work with all topologies of geometry - (not only meshes and parametric m x n surfaces like the BakeVEX SOP) and will provide more accurate lighting from all directions. i.e. the frontface() call is avoided and all points are shaded correctly regardless of camera position.

Good luck!

J.

Link to comment
Share on other sites

PS. you won't see the unwrap option in the "+" pop-up dialog for mantra commandline switches because SESI consider the unwrapper/baker to still be in beta. From a command shell you can do a "mantra -h" and you'll see the option in the usage statement.

...

-u object[:attrib] Beta-version of a texture baker

...

remember that the uv's MUST be vertex attributes - not point attributes!!

e.g.

mantra -u geo1 #for default attributes: uv

mantra -u geo2:uv2 #specify for vertex attributes "uv2"

Link to comment
Share on other sites

  • 1 year later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...