simple shader question

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Hi, I'm trying to apply point color values to objects that have been copied to those points.
I can set this up using a Cd parameter in a vop network, however I'm also trying to do this using a VEX glass shader.
I assumed I would use an expression such as point() in the diffuse parameter inputs and it works but how to have the shader reference each points color. In other words I have this: point(“/obj/..blah..blah/my_sop”, POINT NUMBER, “Cd”, 0) for the red channel. (“Cd”, 1) for blue etc. What function or expression could I use instead of a point number? Hope my question was clear enough.
Thanks.
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theres another way of doing things like that

u could just generate the exact variable used in glass on the geo (points) and that at rendertime will override the shader variable.
no use for point expressions :-)

ie in the case of the glass, to over ride the diffuse, just make a point attrib with the attrib create sop, float and call it diff,
then i used abitary values like rand ($PT) in all three entries and it works :-)

hope that helps
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