modelling question
5169 6 1- brucelay
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- tallkien
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- brucelay
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- brucelay
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- JColdrick
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It's kinda complicated.
If you RMB over the SOP, then select spreadsheet and further select “All/Primitives” in the popup in the middle, you'll notice that the geo already comes with primitives that contain a colour attribute - either solid black or white. Instead of struggling to find a mapping that works, you can use these attributes in your shader to shade the ball given the work has already been done for you.
In VOPs, make a surface shader, inside that place a Lighting Model and connect it to the Cf out. Assign it to the object. Now place a ShadingLayer VOP in the shader, change it to “RGB Color”, and connect that to the diffuse input for the Lighting Model. Render. Voila.
You could fiddle with the colours in the SOP network before pumping out, although it's probably a little more elegant to deal with them in the shader, assuming you're getting either solid black or white, and treat them based on that to get less harsh colours.
Cheers,
J.C.
If you RMB over the SOP, then select spreadsheet and further select “All/Primitives” in the popup in the middle, you'll notice that the geo already comes with primitives that contain a colour attribute - either solid black or white. Instead of struggling to find a mapping that works, you can use these attributes in your shader to shade the ball given the work has already been done for you.
In VOPs, make a surface shader, inside that place a Lighting Model and connect it to the Cf out. Assign it to the object. Now place a ShadingLayer VOP in the shader, change it to “RGB Color”, and connect that to the diffuse input for the Lighting Model. Render. Voila.
You could fiddle with the colours in the SOP network before pumping out, although it's probably a little more elegant to deal with them in the shader, assuming you're getting either solid black or white, and treat them based on that to get less harsh colours.
Cheers,
J.C.
John Coldrick
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