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mmm... Re: texture rendering... in h55
Thursday, 8 May 2003 Thu, 8 May '03
I think what is going on here is that GL is directly seeing the geometry uv's and so always displays correctly, however in VOP land a Parameter VOP will bring in the parametric UV not the uv attribute, the parametric uv is not necessarily going to be the same as your UV attribute hence they don't work the same. The shading layer VOP however will bring in the geometry UV nad will let you bring the geometry UV from any layer too. Simon -----Original Message----- From: owner-sidefx-houdini-list(a)sidefx.com [mailto:email@example.com]On Behalf Of Daniele Colajacomo Sent: Wednesday, May 07, 2003 10:41 PM To: sidefx-houdini-list(a)sidefx.com Subject: mmm... Re: texture rendering... in h55 Thanks, well the result of my quest was that now IF I use the shading layer VOP it works (but VEX Shaded mode screws up, no matter because I'm using GL smooth now and texture + uvs look good). But I just now tried to use the Parameter VOP like you rightly suggest....: I delete the layer SOP (I had it in the right place) and typed uv in the Parameter sop (that turned off a bunch of parameters options since it recognized it as a defined name and it should be fetched automatically) then converted to float and passed it to a colormap VOP... again I don't see the texture map (when rendering, it still looks good in GL so the uv's are there and they are right). Sounds straightforward enough so I'm not sure why it's not working... is there a way to debug this other than keep buggin this list ? :) thanks! dani Jerry Corda-Stanley wrote:
Daniele Colajacomo wrote: > Ok, I've spent enough time on this... maybe it's a bug or else I'm > just missing out something. > > I have to admit I've just recently started getting my feet wet with > vex shaders and vops, so forgive my ignorance. > > 1 - I am under the impression that the only way I can render a > textured object is by : > 1a - using a texture or colormap vex operator in a vex shader > 2a - adding a layer sop to my geometry before assigning UV's > 2a - importing the texture uvs into the vex shader through the shader > layer parameter vop and feeding them to the texture or colormap. > > Question: is there any other more straightforward way? (i.e. without > using the layer sop and shader layer parm vop) > > 2 - Whether or not there is any other way, I can't get the above > method to work. My shading layer parameter is 1, my layer sop > parameter is 1 and it precedes the texture operator which is also the > render sop. Yet the shading layer parameter tells me it's not bound, > and the > > Hi Dani You don't need to use a layer SOP. If you do the shading layer VOP is looking to haul in uv1, uv2 etc. So check you have the right uvs in geometry and double check you are importing these. Your mistake is you need to place the texture operator *after* the layer SOP. that way it knows which layer it's in. So it's like saying, set layer to 1, assign uvs on current layer. You can just assign UV coordinates normally, without all the layer bizo. Now you can bring these in to VOPs using a parameter VOP to haul in your uv values and check the "use input value..." box. Then split with a vector to float and pipe into s and t. should work fine n dandy