hatrick Posted March 30, 2009 Share Posted March 30, 2009 hi, how i can controll the shading of an object in relation to specific point positions.... Examplefile is attatched.... i`d like to animate let's say the lightness of my shader along my surface...the surface near the copied spheres should turn brighter with a smooth falloff... Quote Link to comment Share on other sites More sharing options...
old school Posted April 1, 2009 Share Posted April 1, 2009 You see if a SOP approach would work. Create an attribute on the points of your geometry and pass that in to your shader with a Parameter VOP with the same name and type as your geometry attribute. Then use that to control the lightness of your final color. One specific approach in SOPs would be to isolate those root points that are used to build your branching structure then copy colored spheres on to those points. Then Attribute transfer the color from those spheres on to your final branch structure with a nice falloff to create the soft boundaries. Quote Link to comment Share on other sites More sharing options...
hatrick Posted April 3, 2009 Author Share Posted April 3, 2009 thx i'll try Quote Link to comment Share on other sites More sharing options...
hatrick Posted April 4, 2009 Author Share Posted April 4, 2009 is the point attrib to shader method possible with PBR rendering in 9.5 ? Quote Link to comment Share on other sites More sharing options...
Jason Posted April 4, 2009 Share Posted April 4, 2009 is the point attrib to shader method possible with PBR rendering in 9.5 ? Should be, yes - it's not working? Quote Link to comment Share on other sites More sharing options...
hatrick Posted April 4, 2009 Author Share Posted April 4, 2009 i'm not shure... i think i need a little more time to get into common aspects of working with attributes... new to me... i 'll try and post thx for now Quote Link to comment Share on other sites More sharing options...
hatrick Posted April 5, 2009 Author Share Posted April 5, 2009 first result with attributes .... not the shader thing but i switched from tube within my l-system to polywire and attributes for width.... Quote Link to comment Share on other sites More sharing options...
hatrick Posted April 5, 2009 Author Share Posted April 5, 2009 the attrib to shader thing works ... for now only with pointcolorvalues, i'm not shure how to set up a parameter in the shader and link it with my attribute to control the lightness for example.... may it does not fit below the headline of this thread but there are some other issues i have in my scene... i ve setup my lsystem with a wiresolver to get some dynamics...i get troubles with my polywire sub ...the smoothpointvalue distorts some parts of my geo over time when the branches move...how can i avoid that? Quote Link to comment Share on other sites More sharing options...
hatrick Posted April 5, 2009 Author Share Posted April 5, 2009 ... Quote Link to comment Share on other sites More sharing options...
hatrick Posted April 5, 2009 Author Share Posted April 5, 2009 (edited) here a very rough rendertest ... look at the distorted polys on the slubs...caused by the smoothpointsparameter of the polywiresub how to avoid that? thx nerv_anim_1.mov Edited April 5, 2009 by hatrick Quote Link to comment Share on other sites More sharing options...
hatrick Posted April 6, 2009 Author Share Posted April 6, 2009 may there is a problem with hirarchy.... the polywireprocess reacts on my animation...the geo should be fixed somehow before the wires deform... hope my explanation is somehow understandable... Quote Link to comment Share on other sites More sharing options...
aracid Posted April 6, 2009 Share Posted April 6, 2009 Hey man are u referring to actual geometry or the way the texture is swimming (ie not sticking onto your surface) ? Quote Link to comment Share on other sites More sharing options...
hatrick Posted April 6, 2009 Author Share Posted April 6, 2009 first i'd like to solve the issue with the geometry...tips for both things would be great...i'm not shure...i use reflective displacement material and may that forces the effect of swimming texture... Quote Link to comment Share on other sites More sharing options...
aracid Posted April 7, 2009 Share Posted April 7, 2009 Hey man can you post the file and we look at it to help u sort out why there is popping ? regards brian Quote Link to comment Share on other sites More sharing options...
hatrick Posted April 7, 2009 Author Share Posted April 7, 2009 here s the hip metropol_opener_13.hipnc Quote Link to comment Share on other sites More sharing options...
hatrick Posted April 8, 2009 Author Share Posted April 8, 2009 there was a bit of misunderstanding with the wireobject simulation .... i linked the dopimport node before my polywire in my hirarchy... i thought the process would be less cpu intensive doing so... (only calculating the curves of my l saystem before polygenertion with polywiresop. is it possible to cache out geometry with a file ore something after geocaluculation (polywire in my case ore mountain etc.) so that i can refere to my curvestructure (lsystem) afterwards for the wiresimulation without recalculation of polywire. Quote Link to comment Share on other sites More sharing options...
aracid Posted April 9, 2009 Share Posted April 9, 2009 hey man you could use a lattice and deform the polywire with the lsystem u generated? take a look at the file below, this uses a rest position to stop the swimming of the textures and a lattice to stop the popping in ur polywire that occurs on the lsystem that is the spine of the polywire hope this helps metropol_opener_13.hipnc Quote Link to comment Share on other sites More sharing options...
hatrick Posted April 9, 2009 Author Share Posted April 9, 2009 very nice! thank you Quote Link to comment Share on other sites More sharing options...
hatrick Posted April 9, 2009 Author Share Posted April 9, 2009 ok ... what are all the null nodes for ... the one coming in the deformed source tells the latice doing no deformation ? right ? but what about null3 null2 null1 a.s.o. thx Quote Link to comment Share on other sites More sharing options...
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