I have the following question with regard to the vex shaders supplied. In the simplest example, I apply the stripe vex shader thru a material that is defined in a shopnet node in a sphere object. When I move the object or the camera the shading changes. (This is true of splatter as well). I tried popping in a rest position node thinking that perhaps it was a space definition problem, however this did nothing.
Have I missed something obvious? or are these two particular shaders not working? (Other vex shaders such as gingham or spots work fine)
Thanks
vex shaders, stripe and splatter
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- stoon
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- stevenong
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Hi there,
First of all, welcome to the forums.
I tried the Stripe SHOP with a moving Primitive sphere & camera & the stripe(s) stays. I used a grid with the same results.
The Splatter SHOP does require a Rest Position SOP & you have to make sure both inputs are connected. The first input is the transformed/modified geometry while the second is the original. Else, just connect the original to both inputs.
If you still have trouble, please post the hip file.
Cheers!
steven
First of all, welcome to the forums.
I tried the Stripe SHOP with a moving Primitive sphere & camera & the stripe(s) stays. I used a grid with the same results.
The Splatter SHOP does require a Rest Position SOP & you have to make sure both inputs are connected. The first input is the transformed/modified geometry while the second is the original. Else, just connect the original to both inputs.
If you still have trouble, please post the hip file.
Cheers!
steven
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- stoon
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- probbins
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If you are going to keep the sphere as a primitive then you'll need to add s,t surface coordinate awareness in the shader.
Take a look at the attached file, I've just done the strips not the colour.
Take a look at the attached file, I've just done the strips not the colour.
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