i just want to know how to get my particles to reference/interact/birth from the surface of the displaced geometry from my displacement shader and not from the actual geo at the SOP level which is obviously not displaced.
thanks
particles interaction with displacement shaders
7098 6 1- betty
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- jacob clark
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if you are using a picture file for your disp shader then you could apply that to your object as well.
say your using a grid
after you have given it UV coordinates, underneath your uvtexture sop or what ever
add a point sop and in the color parameter use the tex function
tex(“hdisp_geo.jpg”,$MAPU, $MAPV, r)
then in another point sop right beneath it add the $CR to $TY so that $TY is pulled up by the value of the picture at that point
it's like open gl disp map
hope this helps
jacob
say your using a grid
after you have given it UV coordinates, underneath your uvtexture sop or what ever
add a point sop and in the color parameter use the tex function
tex(“hdisp_geo.jpg”,$MAPU, $MAPV, r)
then in another point sop right beneath it add the $CR to $TY so that $TY is pulled up by the value of the picture at that point
it's like open gl disp map
hope this helps
jacob
- betty
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- puma.snyder
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- JColdrick
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Yeah, that's the sort of solution you'll need. You can't get around the fact that POPs will need to know the location of a surface at generation time - and displacement maps only happen during rendertime - you can't “intercept” the render displacement when you're running POPs ‘cuz the render isn’t running. :? Somehow, you'll need to cook the displacement into the geo…
Cheers,
J.C.
Cheers,
J.C.
John Coldrick
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- old_school
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i am using a procedural displacement shader. how would i do it with this?
One idea to create a uv texture map from a procedural is to use the mantra -u /obj/model option in H6 in a mantra output driver's render command where /obj/model is pointing at the specific object. First ensure that the geometry has uv texture coordinates. Fork off the chain after the uv's are generated, convert to polys, apply the same shader to your regular geometry and render out.
Still in beta, works with polys only but better than nothing.
There's at least one school like the old school!
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