peship Posted June 21, 2006 Share Posted June 21, 2006 I spent some time in the last two days to write a stretchmap OP. While this is not exactly a shader, it's main purpose is on the shading side, so i am posting inside the "Shaders" area. You can download the OTL file from here: http://www.petershipkov.com/development/st.../stretchMap.otl and can check a flipbooked test here: http://www.petershipkov.com/development/st.../stretchmap.mov If you still think this is sort of interesting for you the workflow is this: load the asset in your Houdini session, in SOP level create stretchMap OP, connect to it's first input the deforming geometry, connect to the second input the rest position geometry. The stretchMap thingie has few control attributes: attribute - you can define the name of the point attribute where the stretchMap data will be stored; multiply, offset, min, max attributes are self explanatory, so i assume they dont need an explanation. The idea behind putting this on SOP level is that many times we need to correct the stretchMap values in some areas before sending them to the shader - point/paint/attribTransfer/attribComposite SOPs, etc - the regular stuff. EDIT: Oh, and thanks to sibbarik for pointing me in the right direction. The whole VEX thing is somehow poorly documented. Quote Link to comment Share on other sites More sharing options...
peliosis Posted June 23, 2006 Share Posted June 23, 2006 Aha!!! Great, there were some talk about it earlier. It's just what tension map xsi plugin does, sweet, thanks. I'm going to dig into it now. Quote Link to comment Share on other sites More sharing options...
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