mattd Posted August 29, 2006 Share Posted August 29, 2006 I have figured out how to get simple things like color and alpha primitive attributes to control a shader, since (most?) shaders will respect the Cd and Ca attributes and pipe them to the correct location. However, I would like to have either a custom attribute (or alpha) control which texture from a imagesequence to use. I am looking at the print VOP as perhaps a way to change out the map input of a texture VOP, but is there an easier way that I am missing? I also can't seem to get an expression to work in that VOP, so no padded zeros on the sequence?(not a big deal) My use is different, but this would be part of a system for rendering dynamically animated sprites. Is there any way for a VOP network to react to anything other than the attributes made available in the globals VOP? I am also a bit confused about attribute names and the varios local attribute name acces. Is there a map or a secret understanding that I do not get? e.g. $ALPHA is Alpha is $CA Thanks MD Quote Link to comment Share on other sites More sharing options...
Jason Posted August 29, 2006 Share Posted August 29, 2006 Hi Matt, You can do this easily by adding your own Parameter VOP with a name matching the attribute name that is varing. You can find a good description here: VEXUsageTips Cheers, Jason Quote Link to comment Share on other sites More sharing options...
mattd Posted August 29, 2006 Author Share Posted August 29, 2006 Very nice, I missed that one. I knew it had to be easy. Thanks MD Hi Matt,You can do this easily by adding your own Parameter VOP with a name matching the attribute name that is varing. You can find a good description here: VEXUsageTips Cheers, Jason Quote Link to comment Share on other sites More sharing options...
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