Vector Displacement??
58113 39 7- morpheus101
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- haikalle
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Here is updated version about vector displacement vector. It's working with 3d-coat and it takes both positive and negative vectors account. If anyone wants to test this there is a file for you. niko3d if you have to check this that would be helpful too. I added Fit range just after the texture node. I don't know why I have to do that because I thought that exr files can be negative too.
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- graham
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If you take a look in $HH/vex/include/voplib.h for the definition of vop_computeTangents() you'll see that the function signature has changed in Houdini 11.
Houdini 10: vop_computeTangents(vector tanU, tanV; vector nn, uv; int tstyle)
Houdini 11: vop_computeTangents(string tstyle;
vector nn, uv;
vector in_utan, in_vtan;
vector out_utan, out_vtan)
Houdini 10: vop_computeTangents(vector tanU, tanV; vector nn, uv; int tstyle)
Houdini 11: vop_computeTangents(string tstyle;
vector nn, uv;
vector in_utan, in_vtan;
vector out_utan, out_vtan)
Graham Thompson, Technical Artist @ Rockstar Games
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The In-Line VOP is complaining about the vop_computeTangents() function. You can see this clearly when you press the MMB (Middle Mouse Button) on any VOP in that network. Diving in to $HFS/houdini/vex/voplib.h with your favourite text editor (vim rules!) you can see that the function as declared takes an additional first argument not specified in the In-Line VOP code as typed. I suspect the function arguments have changed from H10 but I don't see how as defining the space is critical…
Anyhow, in H11 you can use the Compute Tangents VOP which is a wrapper on top of the vop_computeTangents() function.
It “looks” like this shader is intended to displace surfaces using a tangent space noise as the original geometry and texture map were not supplied in the archive. I re-wired the network replacing the In-Line VOP with the Compute Tangents VOP to displace along uv space or slide the displacements in the direction of the surface. I also added needed input parameters and replaced the parameter VOP importing uv's with the proper Shading Layer VOP,
Anyhow, in H11 you can use the Compute Tangents VOP which is a wrapper on top of the vop_computeTangents() function.
It “looks” like this shader is intended to displace surfaces using a tangent space noise as the original geometry and texture map were not supplied in the archive. I re-wired the network replacing the In-Line VOP with the Compute Tangents VOP to displace along uv space or slide the displacements in the direction of the surface. I also added needed input parameters and replaced the parameter VOP importing uv's with the proper Shading Layer VOP,
There's at least one school like the old school!
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- grayOlorin
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hey guys, reviving this after a while…
there seems to be a nasty problem when computing tangents based on UVs. it appears that this function is computing tangents on primitives as if they were individual disconnected primitives, making seams appear in the final tangent space normal map…. is this something that could potentially be resolved?
thank you!
there seems to be a nasty problem when computing tangents based on UVs. it appears that this function is computing tangents on primitives as if they were individual disconnected primitives, making seams appear in the final tangent space normal map…. is this something that could potentially be resolved?
thank you!
-G
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