cloudfx Posted May 20, 2008 Share Posted May 20, 2008 Hi all, how do I get a normal pass in houdini 9.1? Quote Link to comment Share on other sites More sharing options...
cloudfx Posted May 20, 2008 Author Share Posted May 20, 2008 Hi all, I just found out how to get a normal pass in 9.1.. Here you go. in mantra /properties /output /extra image planes make 0 to 1, and VEX Variable : "N" VEX TYPE : Vector Type Channel Name : "Normal" (It can be anything, its just a name of the channel I guess) When you bring the images to comp, choose channel "C" to "Normal", You will see it,. If there is something that I wrote wrong please alarm me! For VEX Type, what should be best setting? Float or vector4 or vector? Thanks~ Quote Link to comment Share on other sites More sharing options...
sibarrick Posted May 21, 2008 Share Posted May 21, 2008 There are some built in materials for this now too which might be worth checking out. Quote Link to comment Share on other sites More sharing options...
cloudfx Posted May 22, 2008 Author Share Posted May 22, 2008 There are some built in materials for this now too which might be worth checking out. Hi, sibarrick! Where is ther material or what is the name of it? I would love to check it out! and Is there any way to fake the normal pass and render x as red, y as green, and z as blue? Somethin like that..? Thanks!!! Quote Link to comment Share on other sites More sharing options...
GallenWolf Posted May 22, 2008 Share Posted May 22, 2008 I believe sibarrick refers to the shaders in the Material Palette. One of them specifically renders UVs. At the top of your network view there should be a few tabs, the Material Pallette is one of them. GW Quote Link to comment Share on other sites More sharing options...
ihab Posted May 22, 2008 Share Posted May 22, 2008 and Is there any way to fake the normal pass and render x as red, y as green, and z as blue?Somethin like that..? Thanks!!! Hi Jae Yoo, 1. In shops create a "Vop Vex Surface Shop" dive into it. cheers Quote Link to comment Share on other sites More sharing options...
cloudfx Posted May 22, 2008 Author Share Posted May 22, 2008 (edited) 1. In shops create a "Vop Vex Surface Shop" dive into it.cheers Hi, ihab! Working like a charm! Thank you very much, I love odforce. Edited May 22, 2008 by Jae Yoo Quote Link to comment Share on other sites More sharing options...
kensonuken Posted June 6, 2008 Share Posted June 6, 2008 well what if I want to render that out in different spaces like world space normals or tangent space normals etc... thanks, Ken Quote Link to comment Share on other sites More sharing options...
Jason Posted June 7, 2008 Share Posted June 7, 2008 well what if I want to render that out in different spaces like world space normals or tangent space normals etc...thanks, Ken Not a problem; you can do it. You'll just have to transform N in your shader to the space you desire (see Transform VOP) and export that variable. Quote Link to comment Share on other sites More sharing options...
kensonuken Posted June 8, 2008 Share Posted June 8, 2008 hey Jason thanks alot Quote Link to comment Share on other sites More sharing options...
stelvis Posted June 30, 2008 Share Posted June 30, 2008 Not a problem; you can do it. You'll just have to transform N in your shader to the space you desire (see Transform VOP) and export that variable. surely this is more complicated for tangent space though no? ie do any of the existing inbuilt 'spaces' equate to tangent space? I didn't think so... Quote Link to comment Share on other sites More sharing options...
edward Posted July 1, 2008 Share Posted July 1, 2008 In H9.5, you can create tangent space frames using the new PolyFrame's Texture Coordinates method. Quote Link to comment Share on other sites More sharing options...
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