Elena_ DeCosta Posted December 3, 2015 Share Posted December 3, 2015 hi friend Greeeting....I have a little issue i work as a FX artist but some time i have to stuck in shading also. I created a mountain in sop context and divided in primitive groups based on normals angle to give the slopy look. every thing is fine expect it has a primitive group , so the edges are coming very sharp in render.It look aweful. i think my process is amature type. I really need help if any one can give me other way of rendering slopes with different shaders on single object. Quote Link to comment Share on other sites More sharing options...
sekow Posted December 3, 2015 Share Posted December 3, 2015 you could try to do everything in shop context. calc dot product of normals in the shader and map that to your material. you should get a finer detail. 1 Quote Link to comment Share on other sites More sharing options...
Elena_ DeCosta Posted December 3, 2015 Author Share Posted December 3, 2015 (edited) thanks sekow....Could you elaborate in little detail, i am little weak in shading deparment , if not a problem could you upload a sample or simple hip file, please. Edited December 3, 2015 by Elena_ DeCosta Quote Link to comment Share on other sites More sharing options...
Elena_ DeCosta Posted December 8, 2015 Author Share Posted December 8, 2015 (edited) finally solve...just have to understand how SHOP context work... Actually need to replace the global variable like Cd to Cf in VEX... thanks Sebastian. Edited December 8, 2015 by Elena_ DeCosta Quote Link to comment Share on other sites More sharing options...
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