tallen Posted March 12, 2010 Share Posted March 12, 2010 having troubles manipulating the texturepath of the sprite shader (param: sprite_baseColorMap) Trying to randonmize my renders a bit. I think I am getting tripped up with where the shader is being referenced. If I create a point (or any other class) attribute with the matching param name it doesn't recognize the attribute (override). To complicate, the sprite pop requires that you give a path to the shader. If I don't use the path, I can render with the shader for sure but i am assuming that I can no longer manipulate the material in sop? Confused. Any help from someone who has used this approach before? Just trying to have each sprite (particle) point to a few different texture maps...And I'd like to stick with the sprite shader. Quote Link to comment Share on other sites More sharing options...
tallen Posted March 12, 2010 Author Share Posted March 12, 2010 Digital Tutors.... reminded me that I should be going about it differently. Forgot about the offset $MAPU filmstrip approach (and not mess with any point attribute overrides!) For an eight image filmstrip cycle (static): Texture offset: ceil(fit01(rand$ID),0,7))/8 (in place of $STEXU) Texture Size: 1/8 (in place of $STEXW) having troubles manipulating the texturepath of the sprite shader (param: sprite_baseColorMap) Trying to randonmize my renders a bit. I think I am getting tripped up with where the shader is being referenced. If I create a point (or any other class) attribute with the matching param name it doesn't recognize the attribute (override). To complicate, the sprite pop requires that you give a path to the shader. If I don't use the path, I can render with the shader for sure but i am assuming that I can no longer manipulate the material in sop? Confused. Any help from someone who has used this approach before? Just trying to have each sprite (particle) point to a few different texture maps...And I'd like to stick with the sprite shader. Quote Link to comment Share on other sites More sharing options...
hughspeers Posted May 5, 2010 Share Posted May 5, 2010 Hi Tallen I'm trying to do something similar. I want my sprites to reference a random selection of stills. I've made a material which references some very simple vex code some texture and a color multiplied into an output. Did you work out how to get a sop variable into the string reference of the texture to select multiple texture files for your sprites or do you have a completely different approach? Any help would be well appreciated. John Quote Link to comment Share on other sites More sharing options...
hughspeers Posted May 5, 2010 Share Posted May 5, 2010 Okay thought about your solution a little more so you use just one still and offset it? Cool. Did you ever work out the other approach ? John Quote Link to comment Share on other sites More sharing options...
anim Posted May 5, 2010 Share Posted May 5, 2010 having troubles manipulating the texturepath of the sprite shader (param: sprite_baseColorMap) Trying to randonmize my renders a bit. If I create a point (or any other class) attribute with the matching param name it doesn't recognize the attribute (override). ... you need to create string point attribute named "baseColorMap" which is the real name of the parm used in shops "sprite_baseColorMap" is only the name for the promoted parameter in material you also need to add "baseColorMap" string to Attributes parameter of the sprite material (Geometry Tab) ... To complicate, the sprite pop requires that you give a path to the shader. If I don't use the path, I can render with the shader for sure but i am assuming that I can no longer manipulate the material in sop? Conf.used. ... have you seen this thread? http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=18468 Quote Link to comment Share on other sites More sharing options...
hughspeers Posted May 6, 2010 Share Posted May 6, 2010 Brilliant thanks anim works a treat John Quote Link to comment Share on other sites More sharing options...
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