did anyone successfully import the cop's ramp into Vex builder (for building rman shader)?
I went through the tutorial below but could not get it worked.
http://odforce.net/wiki/index.php/FrequentlyAskedQuestions [odforce.net]
I input “opimg/img1/ramp1” for the texture path,
but the node turned yellow and said “cannot have channels which depend on time”
Can anyone show me how to import a Cop's ramp into Vex builder for building a rman shading network?
Cop rMP
3538 5 1- brucelay
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- Simon
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- brucelay
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Well it just means if you make a Vex shader and one of the parameters is for inputing the location of a texture map you don't need to point it at a file on disk you can point it directly at a cop in a cop network. The cop that you point it at doesn't have to be a bitmap it can be a ramp cop. That's all there is to it, it's not something you code for it's just Houdini functionality. Just happens to be a rather hidden bit of functionality.
The trick is finding just the right hammer for every screw
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- Mario Marengo
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brucelayNotice that Simon said shader, not “Vex Builder”. A subtle distinction but it makes all the difference in this case.
I still got “cannot have channel which depend on time ” on the node while making a texture parameter link to the COP's ramp!
Can someone show me how to link a ramp (e.g. cop's ramp) to Vex builder?
You can't have time-dependent values for VOP parameters, but you can put any expression you like in a shader parameter.
But here comes the part that I don't think you're going to like…
IMPORTANT: This technique will, AFAIK, only work with Mantra; not PRMan (!!)
For PRMan you'd have to first save the ramp as a .tx file and use *that* as a texture.
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