is it possible to take Houdini's variable (e.g. $F, $NCY……) to rman shaders? How about if I am not using Prman? I may be using other renderman renderer.
Thank you for your attention!
variable to rman shader
3405 2 1- brucelay
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- MG
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I think you might want to consult the latest RenderMan specification:
https://renderman.pixar.com/products/rispec/index.htm [renderman.pixar.com]
Note: If you render via the RenderMan ROP in Houdini you won't need to change anything, locally, to the scripts (RIBs). Unless that's what you want, of course.
https://renderman.pixar.com/products/rispec/index.htm [renderman.pixar.com]
Note: If you render via the RenderMan ROP in Houdini you won't need to change anything, locally, to the scripts (RIBs). Unless that's what you want, of course.
- wolfwood
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brucelay
is it possible to take Houdini's variable (e.g. $F, $NCY……) to rman shaders? How about if I am not using Prman? I may be using other renderman renderer.
All RenderMan renderers “should” behave the same way.
You can take any Houdini attribute and then have a RenderMan shader use that attribute for whatever purpose. All you need to do is set up the attribute mapping. (See attached hip file) and have a shader that knows about the attribute.
surface test(uniform float ptNum = 0 {
Ci = ptNum/100;
}
www.stickylight.com/FLinks/spheres.hip [stickylight.com]
jim.
if(coffees<2,round(float),float)
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