skazkaPiter Posted June 22, 2009 Share Posted June 22, 2009 I have a problem UV_global_local_problem_shader.hipnc Quote Link to comment Share on other sites More sharing options...
geo Posted June 22, 2009 Share Posted June 22, 2009 (edited) the s and t you see on the Global VOP are the parametric coordinates per primitive. whereas uvCoords lets you read the uv point attribute on geometry (the UVs you create yourself); most of the time u will usually want to use this one. but sometimes it's also usefull to use the parametric ones, like for a NURBS surface for example where the 0-1 spans over the whole surface. Cheers Edited June 22, 2009 by geo Quote Link to comment Share on other sites More sharing options...
mangi Posted June 22, 2009 Share Posted June 22, 2009 Hi there, I added a check on the Bricker Polygon, on the devide node. Not to sure if this is what you are after. Anyway that UV pojection , is Okay , atleast in this situation. here you have the info back okay mangi UV_global_local_problem_shader_brick.hipnc Quote Link to comment Share on other sites More sharing options...
skazkaPiter Posted June 24, 2009 Author Share Posted June 24, 2009 mangi, its not fixing problem... geo, thanks for your explanations. But answers generate new questions.. how can i convert such N-poligon to NURBS without changing geometry? i made something. that works in this example, but I think its not good, its crazy thing )) maybe I need modeling with NURBS from the beginning??? May be another, shader - solution? As i can see all displase shaders are equal with different type of noise, and all of them use parametric st. what kind of operators I need multiply noise to, to get result on my UV?? crazyNurbs.hipnc Quote Link to comment Share on other sites More sharing options...
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