Chrike Posted November 21, 2007 Share Posted November 21, 2007 (edited) Hi @ll I Edited November 21, 2007 by Chrike Quote Link to comment Share on other sites More sharing options...
photex Posted November 21, 2007 Share Posted November 21, 2007 I might be mistaken but I think your problem is that you need to explicitly use UVs in VOPs. The Global S and T are not the UVs from a UVProject SOP. I could be wrong, but try adding this: Quote Link to comment Share on other sites More sharing options...
Chrike Posted November 21, 2007 Author Share Posted November 21, 2007 (edited) wohoo that actually worked! thank you Photex Hey could you explain why? What exactly did the shadinglayer VOP do? Edited November 21, 2007 by Chrike Quote Link to comment Share on other sites More sharing options...
photex Posted November 21, 2007 Share Posted November 21, 2007 wohoo that actually worked! thank you Photex Hey could you explain why? What exactly did the shadinglayer VOP do? When you have UV values they are stored as attributes just like everything else, but you have to use the shading layer parameter vop in order to access them. The globals 's' and 't' would at first seem to be whatever the UV value is for that shading point, but they are actually something else (are they barycentric coordinates??). If you were shading a NURBs surface, then 's' and 't' would work more like you'd expect. So anyway, if you don't wire the shading layer parameter vop to a texture vops s and t plugs you'll by default use the global s and t variables instead of the UV coordinates. Somebody bail me out here! Quote Link to comment Share on other sites More sharing options...
Chrike Posted November 24, 2007 Author Share Posted November 24, 2007 When you have UV values they are stored as attributes just like everything else, but you have to use the shading layer parameter vop in order to access them. The globals 's' and 't' would at first seem to be whatever the UV value is for that shading point, but they are actually something else (are they barycentric coordinates??). If you were shading a NURBs surface, then 's' and 't' would work more like you'd expect.So anyway, if you don't wire the shading layer parameter vop to a texture vops s and t plugs you'll by default use the global s and t variables instead of the UV coordinates. Somebody bail me out here! hehe thanks a lot man though i have to admit that I didn Quote Link to comment Share on other sites More sharing options...
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