rob Posted February 25, 2008 Share Posted February 25, 2008 Hi All , I am looking to build an xyz shader for use in comp work in vex. but as ever I am unsure where to even start a vex shader context. Does anyone have any pointers or a similar shader I could pull apart R Quote Link to comment Share on other sites More sharing options...
Mario Marengo Posted February 25, 2008 Share Posted February 25, 2008 I would love to help, but: What is an xyz shader? What is it you'd want it to show exactly? the "xyz" position of the surface? Quote Link to comment Share on other sites More sharing options...
rob Posted February 25, 2008 Author Share Posted February 25, 2008 Thats spot on Quote Link to comment Share on other sites More sharing options...
digitallysane Posted February 25, 2008 Share Posted February 25, 2008 In Houdini 9.1 you have a material called "Show shading point" in the Material Palette, which does exactly that. Dragos Quote Link to comment Share on other sites More sharing options...
old school Posted February 25, 2008 Share Posted February 25, 2008 You don't really need a shader for this as you can render "P" with any mantra ROP. Just generate an extra image plane and in the default menu select "P". Then supply a name in the second field and render. Now in Mplay, upper left, there is a pull down (should read color or Cd...) and select P. If you really need a shader, just create a new VOP material, dive in and put down a "Global Variables" vop. Now wire P in to Cf and you will output P in to rgb. With both methods P will be in "camera space" which is the default norm when doing depth compositing. Just make sure to render out a 16 bit or 32 bit image. Quote Link to comment Share on other sites More sharing options...
rob Posted February 27, 2008 Author Share Posted February 27, 2008 (edited) Jeff as usual thanks so much for the help ! R Edited February 27, 2008 by rob Quote Link to comment Share on other sites More sharing options...
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