VOPs shaderball request

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Hello SESI, would it be possible to include one more subdivision iteration for the shaderball? Sometimes the highest resolution setting doesn't provide quite enough detail when you're making displace shaders. Also how come there isn't a way to bypass VOP nodes?
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It's tough to bypass VOPs…they're really just an interface to writing out a program - it's not a pipeline like the rest of Houdini is… In SOPs, for instance, there's a tangible path that data passes through and is massaged by the OPs. In VOPs, the entire net is taken, evaluated, source code is generated, compiled and run. That's why you can't have, say, $F as an expression in there.

That doesn't make bypassing impossible - just really slow and probably doable in some cases but not in others.

Cheers,

J.C.
John Coldrick
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Cool I didn't know that. I was just getting tired of wiring and unwiring inputs/outputs all the time.
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