Jump to content

How to use VEX variables in shader


titor

Recommended Posts

Hello everyone !

I'm having some troubles trying to get some informations to put in my shaders.

Let me get this clear :

-I have a VOPSOP in which I'm getting informations from a paint SOP

-I'm using the VOPSOP to spread the painting on a mesh ( a head ) and deform it a bit

-Then I'm having a second VOPSOP in which I generate an Alpha based on the point attribute.

-I'm exporting a parameter that is supposed to contain the color information I called DestrMatte that is supposed to be my alpha with color.

However when i'm rendering with mantra i add an Extra Image Plane based on the variable DestrMatte, but i can't see anything.

Where is my mistake ? I can't figure it out.

Thanks for your help !

Ps: i attached the file and an Obj which is the head

PPs: I'm not sure if i'm posting in the right place, if not can moderators put it where it belongs? Thanks

Head_Creepv3_1.hip

headv2.rar

Link to comment
Share on other sites

Nobody has a lead ?

At the end of your 2 VOPSops I see 3 point attributes: "Cd" (vector), "Alpha" (float), and "topp" (float). Over in the shader, AFAICT, you're only picking up one of these: "Alpha", and piping it directly to the Of and Af outputs. Finally, over in the "mantra1" ROP, you're adding 2 AOVs (or "deep rasters"): "Alpha" (float) and "MapDisintegration" (vector). So...

1. I don't see any attribute or shader parameter called "DestrMatte" anywhere.

2. Even though the shader is picking up "Alpha" (and using it), it is not exporting it, and so Mantra can't itself pick it up and pipe it to an AOV. To export it so that Mantra can use it, set "Export" to "Always" in the Parameter VOP (see attached).

3. If you intended either of the other two attributes ("Cd" and "topp") to stand for "MapDisintegration" or "DestrMatte" or whatever, then you have to pick them up in your shader and export them as well. I've done this to both in the attached. Once exported by the shader, the rop can pick them up (and rename them to whatever you like).

Anyway, that's how the mechanism works, but having said that, keep in mind that Af, Of, Cf, N, P, and Pz, are all automatically available for AOV output (look at the pull down menu for the "VEX Variable" parameter of each AOV and you'll see them). This means that, in your case, since all you're doing with the attribute "Alpha" is assigning it directly to Af/Of, you don't strictly need to manually export them as you could still get at it via the automatic "Af" AOV -- but only because you're currently doing nothing with it inside the shader and so Alpha==Of==Af (which is not usually the case with most attributes, so it's still good to learn how the export business works).

HTH

Head_Creepv3_1_mgm.hip

Link to comment
Share on other sites

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...