sanlin Posted March 16, 2012 Share Posted March 16, 2012 Hi I have a scene where I need to displace and put some noise only at the green area. I created the simple hip file here. Inside I had a custom attribute in SOP, but I have no clue like how to bring it to SHOP land, and how to use it to drive the displacement, or even maybe I made the wrong custom attribute... In another example, I had tried to group only the green area and separate the shader for the green group and non green group. It works but I can see a clear boundary between the displaced area and the non displaced area. Unless I subdivided them really2 high, then it would look better. But it is very heavy for the memory. I would really appreciate any help from you guys, and thanks in advance. displace_green_area_only_01.hipnc Quote Link to comment Share on other sites More sharing options...
Erik_JE Posted March 16, 2012 Share Posted March 16, 2012 Easiest is to get Cd into your shader with a parameter Vop and multiply Cd[1] with your displacement scale. Then you will only get displacement where you have green. Quote Link to comment Share on other sites More sharing options...
sanlin Posted March 17, 2012 Author Share Posted March 17, 2012 Hi Erik thank you for the help. I dont know but may be i am wrong, but it doesnt seem to be working. When i did what you told me, it just did not displaying any displacement. Then I tried to make another attribute, it was taking the position information of the green color. then I plug that into a "turbulence noise vop" and plug it to the "displace along normal vop".(Please see attached file) This way it is kind of displaying bump... But at the edge of the green color, it is showing jiggy and weird rectangular pattern. well my first thought is because the rectangular grid shape as well. So I tried to change it to triangular, or something else, it slightly better but it is still there. Could somebody direct me to the right path please? I am just so blind with shader ... displace_green_area_only_02.hipnc Quote Link to comment Share on other sites More sharing options...
Erik_JE Posted March 17, 2012 Share Posted March 17, 2012 (edited) This is an 11.1 file but should work with 12 as well. displacegreen.hipnc Edited March 17, 2012 by Erik_JE Quote Link to comment Share on other sites More sharing options...
sanlin Posted March 17, 2012 Author Share Posted March 17, 2012 Hi Erik hey thank you for the file! I learn something new today! I didnt know that surface model vop is actually available as a digital asset... And i also didnt know that surface globals' surface color parameter is giving us different value compare to bringing the vop parameter and specified it to Cd... One more question if you dont mind... where did you get that displacement bound parameter? is it actually a properties vop node then you add a Displacement bound parameter and then set the label and name to whatever it is in there or you get it from somewhere else? Also where did you channel its value to? (I saw it's value being channelled to a parameter somewhere in the displacement SHOP shader) Thank you again Erik.. you saved my day Quote Link to comment Share on other sites More sharing options...
Erik_JE Posted March 17, 2012 Share Posted March 17, 2012 No problem For the Displacement Bound i just add the parameter through Edit Parameter Interface to the Properties VOP node and connect it to the output_collect. That makes the parameter used when rendering. Another solution is to add the parameter directly on the Mantra ROP but i prefer it this way as you can have different bounds for different shaders. It is not connected to anything else than the output_collect and mantra will pick up its value when rendering. Quote Link to comment Share on other sites More sharing options...
sanlin Posted March 18, 2012 Author Share Posted March 18, 2012 Ahhh okay. thanks a lot again Erik. Quote Link to comment Share on other sites More sharing options...
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