barad_dur Posted May 6, 2010 Share Posted May 6, 2010 Howdy all, I was running through the Houdini L System 2 tutorial from cmiVFX and hit a snag with rendering sprites. The tutorial is in H8 and we are now on H10 and there is a difference in the way you tell Mantra to render sprites. If I have a piece of geometry and use a scatter sop to put points across the surface and I want those points to render as sprites how would I go about doing that? This is not a particle system so a particle sprite rendering solution doesn't work for me. Any help would be most appreciative. Thank you. David Quote Link to comment Share on other sites More sharing options...
oldiesgoodies Posted May 7, 2010 Share Posted May 7, 2010 I do not know the answer to that, butI would be interested to know how this would be done as well. Quote Link to comment Share on other sites More sharing options...
anim Posted May 7, 2010 Share Posted May 7, 2010 maybe this will help: 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...
mawi Posted May 7, 2010 Share Posted May 7, 2010 (edited) Add a float[3] attribute called spitescale to your points and add a mantra sprites procedural to your shader. Put down a sprite POP to see what other attributes you might want. EDIT.. To slow as usual. Edited May 7, 2010 by mawi Quote Link to comment Share on other sites More sharing options...
oldiesgoodies Posted May 7, 2010 Share Posted May 7, 2010 Hi thanks for the answers. It looks like this spritescale solution is not compatible with micropolygon renderer, but it works with raytrace. At least that is the case for me here. Quote Link to comment Share on other sites More sharing options...
anim Posted May 7, 2010 Share Posted May 7, 2010 ... It looks like this spritescale solution is not compatible with micropolygon renderer ... you bet it is Quote Link to comment Share on other sites More sharing options...
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