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vex troubles Feb. 17, 2003, 1:48 p.m.

I have sprites/particles which have the attribute $NUMHIT.
I want to write a shader in vex which will put a different image depending on weather numhit is >0.

In my sprite geometry object I have a grid sop and a pop net sop going into a copy sop. I have then added the createttribute sop ( adding the attribute numhit and making its value $NUMHIT) and finally a shop sop to attach the shader which i have written in vex.

The shader has parameter inputs of 2 colour maps and the parameter numhit. I have put an (if)statement so that if numhit is 1 put the first colour map, else use the other. It compiled fine but when I render i only ever get the first colour map as if numhit is always 0 when i can see clearly that it is not.
Any help would be much apreciated….
I have tried to visualise the attribute with a paint sop but the colour stays constant even when numhit is changing so i think that this might be where the problem lies?
Thanks in advance.

rendering sprites continued... Feb. 3, 2003, 3:25 p.m.

….ive got it working with a pop SOP going into a shop SOP, and when i mmb it, i can see the point groups, but now my particles are not doing what they were doing before.. They seem to be going off at the wrong tangents…I might have to play with the groups a bit to get it working. Thanks so far

rendering sprites continued... Jan. 31, 2003, 10:19 a.m.

My sprites are now rendering fine, thanks for the help. I have split my particles in POPs into groups, ie when they are hit. I want to have different shaders on the groups. I thought that using the shop SOP and referencing the groups would work but it didnt, i think because it is looking for SOP groups. What I need is a POP shop. Is there such a thing? Thanks for any help