[Sidefx-houdini-list] VEX JW Gloop
pbowmar at gmail.com
Wed Mar 15 01:54:39 EST 2006
I'm not familiar with the shader, but check the end of it. There
is likely something like the P += line below:
nn = normalize(N);
P += nn * nval;
N = computenormal(P, nn, Ng);
After the P, add the computenormal line. Before the P add the 'nn'
line. You might have to use this instead:
vector nn = normalize(N);
If you want to email it to me I can fix it for you :)
On 15/03/06, Floyd Gillis <floyd at afcg.com> wrote:
> Hi Colin,
> Uh. Yea. Like you say.
> Sorry. I still don't do that stuff.
> It's the same as when you apply a VEX Fractal Dent displacement shader
> to a polygonal object and forget to check the "Fix Polygons" toggle...
> except VEX JW Gloop doesn't have a "Fix Polygons" toggle.
> > What do you mean by faceting? Is it the ol' polygon displacement
> > problem where you need to add the difference between the undisplaced
> > N and Ng onto your newly computed N to maintain the smooth shading?
> > On 15-Mar-06, at 12:50 PM, Floyd Gillis wrote:
> > >
> > > I'm using a wonderful displacement map called VEX JW Gloop, (I think
> > > this is an old Jeff Wagner creation). Anyway it's perfect for some
> > > work
> > > I'm doing except when applied to polygonal data... it facets every
> > > poly.
> > > I don't have the option of not using polygonal data.
> > >
> > > Anyone know if a version of this shader is available that will "Fix
> > > Polygons"?
> > >
> > > Thanks,
> > >
> > > Floyd
> Sidefx-houdini-list mailing list
> Sidefx-houdini-list at sidefx.com
More information about the Sidefx-houdini-list