garretthoyos Posted February 28, 2014 Share Posted February 28, 2014 Hey I'm having a strange issue. I modeled a fosset to shade but the S & T are just strange. I'm confused since I thought S and T were suppose to have everything to do with the UV map 0-1 space. However, here (see image) I am getting some strange results which cause my shader to appear almost at random. I dropped in a perfect asset (shirt geometry) that works perfectly in production when I textured and shaded it, but as soon as I plug in the S into the color ouput of the material shader builder it appears super strange. I'm confused at why I'm getting these results. Thanks Quote Link to comment Share on other sites More sharing options...
eetu Posted February 28, 2014 Share Posted February 28, 2014 s and t are the implicit coordinates, going from 0 to 1 across the current primitive, be that polygon or mesh or patch. You want to use u and v, and those need to be created with a UV Texture SOP or its brethren. The shaders default to using s and t if the uv-attributes are not present. Quote Link to comment Share on other sites More sharing options...
garretthoyos Posted February 28, 2014 Author Share Posted February 28, 2014 Thank you for the reply. I think my biggest question really is about mixing Normals into the derivative of S or T. It uses the S or T value that comes out of the box and not the one that comes from my UVs. I want to find the edges of the object but there are places where it looks bad. Quote Link to comment Share on other sites More sharing options...
garretthoyos Posted March 5, 2014 Author Share Posted March 5, 2014 I figured it out. I was putting the nodes in the wrong order. This solved it. Quote Link to comment Share on other sites More sharing options...
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