Hi,
I've been banging my head against the wall trying to get a way for an arbitrary length array of strings (names of texture files) to be passed into a piece of vex shader code.
However the only thing there seems to be a gui for is the color and float ramp. Having to hardcode the file names in defeats the point.
The only way found is very dirty and involves a file being written from houdini for the vcc pre-processor to read in.
Any better suggestions? Thank you.
Fabian
How can I pass a string array into a shader?
3378 3 0- Fabian
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- niko3d
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I had the exact same issue. I have requested for an RFE to allow some sort of multiparm setup through vex. i.e We would have a set of parms under a folder which is tagged as a multiparm. Then in a similar fashion to a point cloud we run a while loop on a multiparm handle and this returns the requested data that we can store in an array.
Thus allowing you to create a library of textures or to have unlimited layering in a shader.
I would also like to see array support in vops, which im sure would help in making the multiparm set up more viable.
Cheers
Nick
Thus allowing you to create a library of textures or to have unlimited layering in a shader.
I would also like to see array support in vops, which im sure would help in making the multiparm set up more viable.
Cheers
Nick
- Fabian
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- mrice
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