Malak1000 Posted April 24, 2019 Share Posted April 24, 2019 Does anyone know how to get Point World/Pref in a shader (not an AOV) in HtoA? I'm trying to make a worldspace height mask. Embarrassingly I can get it fine using MayaSamplerInfo3D but it feels dirty (and presumably horribly unoptimised) to do it. Thanks! Quote Link to comment Share on other sites More sharing options...
Malak1000 Posted July 19, 2019 Author Share Posted July 19, 2019 Anyone? Quote Link to comment Share on other sites More sharing options...
pclaes Posted November 1, 2019 Share Posted November 1, 2019 For future reference (including for myself ). In sops (assuming stable point count), create a timeshift node and set the frame to the rest/reference frame. Then create a rest sop, append an attribute rename and rename 'rest' to 'Pref'. You can then bring that Pref attribute into the shader with a user_data_rgba - and plug it into the position sampling of your noises. Also on the rop you can export the Pref aov. -- In your shader there is also a utility vop that has a 'p' option, but that won't give you a reference/rest position. 1 Quote Link to comment Share on other sites More sharing options...
Verville_Pierluc Posted November 1, 2019 Share Posted November 1, 2019 To get it make work by default with HTOA or MTOA, make sure your "Pref" attribut is set as 3 float *position*. https://docs.arnoldrenderer.com/display/A5AFHUG/Noise **completely down the page** Quote Link to comment Share on other sites More sharing options...
paranoidx Posted December 3 Share Posted December 3 I reply for future reference: Just put a REST sop node for no animation geometry. In Arnold Shader VOP network, use "rest" at Pref. No need import anything, automatic pickup the rest attribute. (The same with Houdini RenderMan 26) Arnold version: 7.2.5.1 HTOA 6.2.5.1 Quote Link to comment Share on other sites More sharing options...
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