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CVEX Lens Shader Clipping planes


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Hello Wizards!

I have a quick question for all VEX samurais over there regarding as the title implies the clipping planes of a lens shader.
So far I understand and am able to manipulate the P and I (direction) of where the rays are shooting, but I'm trying to find a way to modify the far and near clippling planes of my render.

So, my concrete question is: what is the CVEX declaration of the near and far clip plane in a lens shader?

I mean it should be something in the lines of:

export vector P = 0; //Ray origin in Camera space
export vector I = 0; //Ray direction in Camera Space
export int valid = 1; //Whether the sample is valid for measuring

//tried this as referenced here: https://www.sidefx.com/docs/houdini/vex/functions/orthographic.html but no dice
export float clip_near

Thanks a lot for reading :D

Cheers!

Edited by zeekindustries
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