kvdo Posted June 29, 2015 Share Posted June 29, 2015 (edited) Hi guys. I'm working on a wetmap for where procedural ocean meets sand on an island. basically, I don't want to have to subdivide the island geometry and do a point based color transfer to create a gradient. I would like to achieve this effect in SHOPS, independent of how lowres the render geometry may be. I thought of using an occlusion node. but I would only get the proper 0-1 gradient I want at angles <= 90deg pc open is dependent on point count as well, so I've ruled that out. Surely there's a smart way to analyse the intersection points of the objects primitives? Edited June 29, 2015 by kvdo Quote Link to comment Share on other sites More sharing options...
anim Posted June 30, 2015 Share Posted June 30, 2015 if you cache surface field from flip or vdb surface (from vdbfromparticlefluid before converted to polys) you can then directly sample those volumes in shader to get your intersection Quote Link to comment Share on other sites More sharing options...
kvdo Posted July 1, 2015 Author Share Posted July 1, 2015 (edited) Thanks anim, thought about this as well, but got nervous thinking of converting a 1000x1000 unit ocean grid to sdf. looks like you can make it pretty lowres and it still works. don't even have to volume extrude the grid as I initially thought. I suppose there's no way to reference the file in shops without caching it? I see the op: syntax doesn't work. probably for reasons around the way ifd's work? Edited July 1, 2015 by kvdo Quote Link to comment Share on other sites More sharing options...
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