[Sidefx-houdini-list] UV Gradients

Mario Marengo mario at axyzfx.com
Sat Feb 18 15:13:53 EST 2006


On February 18, 2006 08:13 am, Ben Schrijvers wrote:
> Hi Mario,
>
> Maybe you need to solve this in Sop's before the geometry goes to the
> shader.
> That means calculating the local X and Y vector for each point in VEX.
> The vectors should interpolate the same as UV so no penalty's for doing
> it in Sop's
> I've got the feeling you can use the neighbour VEX functions for this so
> you have to build a VEX Sop node.

Thanks Ben!

Doing it in VEX-SOP-land is definitely a possibility, though it still requires 
comming up with a solid gradient calculation for polys (or triangular 
sub-polys) which, as I'm finding out is not so easy :P
As it turns out though, I think I may be on to a solution (that would work in 
both contexts). I'll post my results in od[force]'s "Rendering" forum as 
things progress.

Thanks again,
Cheers!

-- 
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Mario Marengo                                  mailto:mario at axyzfx.com
AXYZ ANIMATION                                 http://www.axyzfx.com
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