Netvudu Posted December 27, 2007 Share Posted December 27, 2007 Hi there. I Quote Link to comment Share on other sites More sharing options...
Jason Posted December 28, 2007 Share Posted December 28, 2007 Have you looked at the To NDC VOP? Or the Transform VOP (using "space:ndc"). These will be able to transform the shading point into the camera view with those 0-1 coordinates as you'd expect would work for texturing from Camera. The UV Texture SOP can do this too except you have to worry about those points that break frame and fall with one or more vertices outside the projection (which causes screwed up coordinates at the border of the project - which is a total no-go, of course). It also has a hard time supporting all the extra "optional" camera properies, like Pixel Aspect/Window XY/Window Offset/Window Size/Crop. There has been an RFE since before time began for SESI to support the full gamut of camera parms and to also project extended coordinates outside the camera view.. but it currently doesn't - so just be aware of that before you go down a path you'll find you'll just have to re-invent later. Hope this helps, Jason Quote Link to comment Share on other sites More sharing options...
Netvudu Posted December 28, 2007 Author Share Posted December 28, 2007 Wow, hahah. I Quote Link to comment Share on other sites More sharing options...
Jason Posted December 28, 2007 Share Posted December 28, 2007 Hey, no problem; we're here to help. If you're interested, read more on WritingShaders and, in particular, SpacesDefinitions on the OdWiki. Quote Link to comment Share on other sites More sharing options...
Netvudu Posted January 1, 2008 Author Share Posted January 1, 2008 Hi there. I LWSmokeTest.avi Quote Link to comment Share on other sites More sharing options...
stu Posted January 1, 2008 Share Posted January 1, 2008 Try this approach for the uvs: Shading Layer Parameter into convert Vector to Float into your texture VOP. Quote Link to comment Share on other sites More sharing options...
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