Render Particles in diferrent RGBA channels?

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Hi,
Technical question,

Is possible to render using mantra in diferent channels of the texture?

For example, rendering particle system;
R channel the Light Direction UP
G channel the Light Direction Right
B Channel the density
A Channel Alpha

Right now im baking all those textures 4 (gray scale) in one Texture using another software. But can Houdini do it? and how?
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Here's one way; the lights I'm cheating by just colouring the top one red and the right one green, the alpha and density I get in a material; a bind vop looks for @Alpha and @density, which are assigned to blue and the alpha of the material.

Attachments:
rgba_split.PNG (222.0 KB)
rgba_render.PNG (110.8 KB)
pop_mat_network.PNG (33.1 KB)
pop_pack_rgba.hiplc (778.9 KB)

http://www.tokeru.com/cgwiki [www.tokeru.com]
https://www.patreon.com/mattestela [www.patreon.com]
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no idea how you did that, but im playing inside the shader and got some basic RGB spliut channel working, still, no idea how to render two diferent light positions.

it was a big step, thank you.
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Fran Fernandez
no idea how you did that, but im playing inside the shader and got some basic RGB spliut channel working, still, no idea how to render two diferent light positions.

it was a big step, thank you.

Make two lights. One red, one green.
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will try! thank you.

righ now i render 3 lights separate, import the texture again in houdini and render again in diferent channels.

just feels like im doing it wrong.
Edited by Fran Fernandez - 2020年4月18日 01:07:04
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