Hello guys, I have such simple but tricky question.
I have an awful base geometry but with correct UVs. I am now trying to transfer some attribute from the particle simulation to the shader, but of course I can't use the actual geometry to transfer attributes, I need to use UVs to preserve detail. Do you have any solution for this?
Thanks a lot for your time
Transfer Point attribute to object shader (Redshift)
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- tamte
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- jsmack
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jsmackMaybe, unless you need UDIMs, then baketexture with point cloud lookup in the shader may be easiertamte
not sure if you can sample geometry during Redshift render as you can in Mantra
but you can definitely bake it into textures before, using Bake Texture ROP
Might be better off using pointcloud lookups in a vopcop, using uvsample() to get the position.
Tomas Slancik
FX Supervisor
Method Studios, NY
FX Supervisor
Method Studios, NY
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tamte
not sure if you can sample geometry during Redshift render as you can in Mantra
but you can definitely bake it into textures before, using Bake Texture ROP
Well, thanks for answering! But, how can I take the positions from the particles and find the correct uv coordinate on the geometry and “”flag“” it with some attribute that i will use in my shader?
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