LaidlawFX Posted February 14, 2011 Author Share Posted February 14, 2011 Ben, how do I set up ShaderID with your material? I have specified ShaderID_Export image plane in mantra but it renders black, I am guessing it has to pick up MC_ShaderID integer values from somewhere... let me know how to make it work. thanks The option to set the value is on the settings/standard tab of the shader, use values of 2 or higher, since, 0 and 1 are common values. You need to make sure the image plane, Vex Variable is set to ShaderID_Export, which I think you got, but most importantly vex type is set to float, to make it a crisper values across range, use sample filter closest surface, and most def use a pixel filter like minmax min or minmax max. The float, vector, vector4 needs to match with the parameter export shader type property in order to work correctly. I needed to convert the integer value to float for export in order for it work, since as you see its picky. There is a nuke script and file to show you how to use it in nuke. ShaderID.zip Quote Link to comment Share on other sites More sharing options...
jim c Posted August 27, 2011 Share Posted August 27, 2011 Hey I found this and I'm pretty curious to look at this. Which version should I use for H10? Thanks!! Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted August 27, 2011 Author Share Posted August 27, 2011 Hey I found this and I'm pretty curious to look at this. Which version should I use for H10? Thanks!! Post number 15, has the H10 version. I guess a general note to others the latest version of this ubershaders is a little outdated. Hopefully in a few months I can release a more advanced version of it. I've done massive quality control on it, but I need the free time. Quote Link to comment Share on other sites More sharing options...
jim c Posted August 29, 2011 Share Posted August 29, 2011 Thanks, appreciate it! Quote Link to comment Share on other sites More sharing options...
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