nomad Posted December 25, 2006 Share Posted December 25, 2006 hello everyone !!! how can i render uv cordinates ??? (like other passes such as diffuse, specular, ....) i believe it is the best way to build simply shader for it.. i found it - http://odforce.net/wiki/index.php/ShaderUnwrap .., but it is not exactly what i want. i am speeking about something like this - http://www.digitalartform.com/archives/200...p_now_or_u.html :) Quote Link to comment Share on other sites More sharing options...
nomad Posted December 25, 2006 Author Share Posted December 25, 2006 i am sorry Quote Link to comment Share on other sites More sharing options...
Jason Posted December 26, 2006 Share Posted December 26, 2006 Easy peasy:) They're just rendering a 0-1 ramp in red for U and green for V, so in VOPs put down VEX Surface shader and wire "s" and "t" into a FloatToVector and put that into Cf. Now any patch surface (NURBs, Bezier, Mesh) you render will have that ramp in it. If you want to use polygons, you'll have to do set UV coordinates and rather wire the uv output from the Shading Layer Parameter into Cf. Enjoy, Jason Quote Link to comment Share on other sites More sharing options...
nomad Posted December 27, 2006 Author Share Posted December 27, 2006 thank you Jason, it helps me Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.