zeekindustries Posted August 17, 2021 Share Posted August 17, 2021 (edited) 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 Cheers! Edited August 17, 2021 by zeekindustries Quote Link to comment Share on other sites More sharing options...
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