This operator performs various space conversions of 3D positional data for uv shading purposes. The available space conversions are:
Texture (string value "texture") Object (string value "object") Normalized Device Coordinate (string value "ndc") World (Unchanged) (string value "world")
Texture option takes a position in world space and converts it to
shader space. The
Object option takes a position in world space and
converts it to object space. The
NDC option takes a position in world
space and puts it in the normalized device coordinate space (screen
World option leaves the incoming data untouched.
If the position (
P) input is not connected, the global variable by the
same name will be used instead.
The following examples include this node.
This example demonstrates how to diffuse the density of a smoke simulation using the Gas Diffuse DOP.
This example demonstrates the use of the POP Curve Force node to control the flow of a particle sim AND a flip fluid sim.
In this file we create a downhill lava flow with crust gathering and hardening at the base of the slope. All of the animation is achieved through the shader itself, and all of the geometry is completely static.
Most of the parameters for the lava material are overridden by point attributes created in the surface nodes.
No geometry is animated in this file. All animation is achieved by animating the textures
Flames are grids so that UV textures can easily be applied, they are then warped around a metaball using a magnet SOP. The flames are then assigned to either a yellow or blue Flames texture. The Flames' opacity mask wrap is set to Decal to prevent the texture from repeating and showing a single pixel ring at the top of the flame geometry. I'm also using a mask file named
flameOpacMap.jpg to enhance the flames' shape at the top. The noise offset has been animated over
$T with an greater emphasis on the Y axis so that the flames look like they are rising. This is the same reason the Noise jitter is larger for the Y axis as well.
The coals are spheres that have been copy stamped onto a deformed grid. Using Attribute Create surface nodes I am able to override and copy stamp the lava texture’s parameters at the SOP level so that local variables, such as
$BBY, can be used to animate the texture. This way the texture’s crust and its crust values can be used only to form the tops of the coals. This reserves the lava aspect of the texture to be used on the bottoms of the coals. The lava intensity (
Kd attribute) is then stamped and animated to create the look of embers on the bottom of coals glowing.