Implementing Texturing Bombing

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Hi everyone

i have been trying to implement the Texturing Bombing VEX code from Rise to mimic some techniques i was suing before in Modo or Max but there is a part of code missing which for now give me white hair. I have been blocked for a couple of days now, VEX lines codes 127 to 137 are not visible
https://vimeo.com/351408169 [vimeo.com]

Could anyone help, please?

Cheers,

Vincent*
Vincent Thomas   (VFX and Art since 1998)
Senior Env and Lighting  artist & Houdini generalist & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
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From my notes these is the code from line 125 to 150. Hope this helps.

            if ( (bomb_uv.x < 1.0 && bomb_uv.x > 0.0 && bomb_uv.y < 1.0 && bomb_uv.y > 0.0) ||
                 (bomb_uv_XZ.x < 1.0 && bomb_uv_XZ.x > 0.0 && bomb_uv_XZ.y < 1.0 && bomb_uv_XZ.y > 0.0 ) ||
                 (bomb_uv_ZY.x < 1.0 && bomb_uv_ZY.x > 0.0 && bomb_uv_ZY.y < 1.0 && bomb_uv_ZY.y > 0.0 ) 
            )
            {
                //error visualization
                if(errorCode)
                    temp_color=set( errorCode==1, errorCode==2, errorCode==3,1.0);
                else {
                    if (bomb_uv_XZ.x < 1.0 && bomb_uv_XZ.x > 0.0 && bomb_uv_XZ.y < 1.0 && bomb_uv_XZ.y > 0.0 ) {
                        temp_color_XZ += (texture(bomb_map, bomb_uv_XZ.x, bomb_uv_XZ.y) * set(1,1,1,weightXZ));
                        //temp_color *= set(1,0,0,1);
                    }
                    if (bomb_uv.x < 1.0 && bomb_uv.x > 0.0 && bomb_uv.y < 1.0 && bomb_uv.y > 0.0 ) {
                        temp_color_XY += (texture(bomb_map, bomb_uv.x, bomb_uv.y) * set(1,1,1,weightXY));
                        //temp_color *= set(1,0,0,1);
                    }
                    if (bomb_uv_ZY.x < 1.0 && bomb_uv_ZY.x > 0.0 && bomb_uv_ZY.y < 1.0 && bomb_uv_ZY.y > 0.0 ) {
                        temp_color_ZY += (texture(bomb_map, bomb_uv_ZY.x, bomb_uv_ZY.y) * set(1,1,1,weightZY));
                        //temp_color *= set(1,0,0,1);
                    }
                    //we need to premult all tempcolors otherwise we get overlaps
                    temp_color = temp_color_XY*set(temp_color_XY.w,temp_color_XY.w,temp_color_XY.w,1)
                                +temp_color_XZ*set(temp_color_XZ.w,temp_color_XZ.w,temp_color_XZ.w,1)
                                +temp_color_ZY*set(temp_color_ZY.w,temp_color_ZY.w,temp_color_ZY.w,1);
                }

Cheers,
Rok

Rok Andic
www.rokandic.com
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That's great, got it now, thanks you much!
Vincent Thomas   (VFX and Art since 1998)
Senior Env and Lighting  artist & Houdini generalist & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
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Сan anyone show me code from 60 line? is not visible in video. ((
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