Visor66 Posted July 12, 2009 Share Posted July 12, 2009 Hi guys, Im struggling with an idea I have about a displacement shader I could really need for my current project. We have built a painterly rendering system in Houdini based on sprites for our rendering and I orient the sprites along tangents I give to the geometry. The sprites are then scattered over the geometry with a scatter SOP. What I need now is a displacement of the underlying geometry with an orientation based on the same geometry tangents. I thought of a noise displacement that has frequency in just one direction so I get long streaks and these streaks should be oriented along the tangents...Is that understandable? Well I have spent some time now during this project using vex and vops but Im still new to this so Im in desperate need for some directions to go. I also wonder if its possible at all, but why wouldnt it!? What Im doing at the moment is rendering a mask pass with the sprites in different greyscale tones to reproject onto the geometry to get my displacement. Well it works but its not the most elegant solution and I think it could be improved with a nice displacement shader! So if one would have an idea that gives me a starting point I would be more then happy to hear it! Thanks in advance Pascal Quote Link to comment Share on other sites More sharing options...
Visor66 Posted July 13, 2009 Author Share Posted July 13, 2009 I had a play with the waves VOP. It gives me control over the direction of the waves. I tried to pipe my tangent values into the shader and it does something, direction of the waves changes, just not right, the waves get all messy! I will investigate more and still hope for someone to give me a hint....Someone? Anyone? thanks guys! Quote Link to comment Share on other sites More sharing options...
rd1010 Posted September 6, 2009 Share Posted September 6, 2009 (edited) Not sure I understood exactly what you are trying to do... isn't this a UV mapping issue as that would control the direction of any sort of mapping (such as a displacement).... Edited September 6, 2009 by rd1010 Quote Link to comment Share on other sites More sharing options...
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