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CVEX


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me too .

to be fair , this can ' justify ' a couple of new videos from SESI .

CVEX00 and CVEX01 ? .. =)

.cheers

Cvex is essentially the same as vex (and vops) but in a context where the shader has access to a very limited set of inputs. Typically it is run on every point of the incoming geometry and will either change the position of the point, or alter some of the attributes associated with the point. So CVEX is used for example on hair primitives at render time to add curliness. That is another important point about Cvex, unlike say a vopsop, it is run at render time, which is much more efficient when you are dealing with very large amounts of geometry, like hair. Other than that the syntax is the same as any other vex/vop context although some functions are not available, since they would not make sense in a CVEX context.

Hope that helps

Peter

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I'm interested in digging into CVEX, but there seems to be very little material readily available.

Does anyone have some good links?

Cheers,

~3db

From an end-user point of view,there is not difference between these two, from a developer point of view, CVEX is Vex for everything. It is a Vex virtual machine (the thing responsible for Vex's awesomeness) for a disposal of any programmer wishing of using Vex in its plugin. So, as Peter mentioned, currently there are FurSOP, Mantra's Fur Procedural, VolumeVOP, and Point Instance Procedural, which are able to use VEX as its scripting language, but anyone can add VEX support to its own plugin, which afaik is at the moment the case for clusterThis, and Deleyed Load CVEX plugins. It's really awesome concept.

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Thank you Peter and SYmek for your comments .

if im not mistaken , with cvex can be build light shaders too .

that makes cvex more than ' interesting ' if we add that to other usages too .

something very efficient and capable which needs more info and examples to dive into .

hopefully that context isnt build only with developers in mind ( but consider also those who build their own tools ) .

thanks again cheers

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Thank you Peter and SYmek for your comments .

if im not mistaken , with cvex can be build light shaders too .

Nope, lights have their own context, they expect code to be proper light(){} vex code.

something very efficient and capable which needs more info and examples to dive into .

The point is that CVEX doesn't have any general usage by itself. It usability is bind to what plugins are expecting to be computed by VEX. So, FurSOP expects to compute hairs vertices positions, VolumeVOP voxel values and DelayedLoadCVEX, pscale attribute. There isn't really anything more about it. Some nodes, take VEX code, stuff it with serialized values specific to its work, and VEX computes serialized values for them.

hopefully that context isnt build only with developers in mind ( but consider also those who build their own tools ) .

Definitely not for developers, but CVEX by itself does nothing more than VEX. It makes from VEX a robust paralleled scripting language for any node capable of using it.

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