VOPS -> vopsurface OGL Diffuse expression

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I'd like to know how what expression will give me the rgb commponents of the color being output by my VOP network.

so far, i've used: ch(“/shop/material1/vopsurface1/output1”)

but, from what i can tell it only returns a float… and i need to be able to access the rgb of the color vector.

my vop network is rather simple:

*rings* piped into bias of *colormix*
piped into *lightingmodel*
piped into *output1*

thanks in adv.
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Not quite sure what you are trying to achieve.

I'm going to assume that you have created a SHOP surface definition using a VOPnet. After that I'm not quite sure. This: ch(“/shop/material1/vopsurface1/output1”) makes me concerned that you are trying to call a surface shaders output from another nodes parm - which is not possible.

What exactly are you trying to do?
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tstex
Not quite sure what you are trying to achieve.

I'm going to assume that you have created a SHOP surface definition using a VOPnet. After that I'm not quite sure. This: ch(“/shop/material1/vopsurface1/output1”) makes me concerned that you are trying to call a surface shaders output from another nodes parm - which is not possible.

What exactly are you trying to do?
yes, i got carried away w/ “proceduralism” and tried to fetch the output of the SHOP and put it into the color parameter of the OpenGL tab. (edit: I thought it was working as the color that was being output was the same as the default color of one of the ring node's color parameters. unfortunately, i didn't quite catch that the same is achieved by setting r = 0).

(i left the message rather than delete it for future amusement and edification.)

the hope comes from the way the VEX Super Material appears to work. is there a tutorial on getting an OpenGL / viewport shader to approximate (preview) what will be rendered (in realtime)?
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