xsiv
Looking at the example of the textureToArray, I really liked the interactive display/displacement of it.

I have been asked to make something like the animated gif below.
http://up.neutek.net/di-1213002266469.gif
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#1
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What I was thinking was taking the animated noise, applying a gamma to it to make it more square wave-ish.

Question 1:
Can you get an utility node like gamma to work with the TextureToArray?

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#2
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Next I attempted to combine offsetting fractals (not animated at the moment) and using a gamma on them and multiplying them together. Then inputting the result into the TextureToArray.

Question 2:
Can you get combine textures to input into the textureToArray?
(I guess that is similar to question 1!)


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#Stilling working on it
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Can you plug anything else into the textureToArray?

I am thinking that I can take the combined 3 channels - into another array type in SOUP and get that into arrayToPointColor - then into TextureToArray.

I can't see a way to combine the color into array...

Still looking.

Sample scene of what I am trying to do attached.

Thanks

Xsiv


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pshipkov
Check this thread: http://soup-dev.websitetoolbox.com/post?id=5305362

The example scene associated with the first video is exactly what you are looking for.
It will produce similar result as to what i see in your animated gif.

To answer your 2 and 3 questions: recently i upgraded the textureToArray node so it can sample entire shading networks. Before it could sample only single texture nodes.
Just turn on the "accurate sampling" inside the node and connect whatever shading stuff you want to it.

Also don't forget to "tell" the texture to array node to output only one channel (R or B or G or A) if you want to use this as a "weight map" that drives deformer or other nodes.

There are many ways to deform geometry based on texture data. You can use peak, point or attributeTransfer nodes, or any of the standard Maya deformers (cluster in your case will be fine i think).
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xsiv
I changed the output channel from R -> G -> B...

strange things happen.  Red seems to be normal. Green seems to double the "preterbness" and B... turns my object into the elephant object.

Okay.  I changed my 2D fractal into many 3D versions... and all seems good, until I render.  I expect peaks and valleys, however, as I want a hot core and cool exterior.

I expected the re-mapped colors to line up with the valleys.  For some reason this is not the case.

Take a render and see what I mean.

Oh, I attempted to use the "displayColor". I connected out - as it does what I want into the blinn's color/incandescence, but in Mental Ray, I only get 1 value exported in the .mi file.

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xsiv
my file...  from my changed post above.

where'd my file go?
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xsiv
REPEAT:
I changed the output channel from R -> G -> B...

strange things happen.  Red seems to be normal. Green seems to double the "preterbness" and B... turns my object into the elephant object.

Okay.  I changed my 2D fractal into many 3D versions... and all seems good, until I render.  I expect peaks and valleys, however, as I want a hot core and cool exterior it should match the perturbed geometry, I think.

I expected the re-mapped colors to line up with the valleys.  For some reason this is not the case.

Take a render and see what I mean.

Oh, I attempted to use the "displayColor". I connected out - as it does what I want into the blinn's color/incandescence, but in Mental Ray, I only get 1 value exported in the .mi file.

scene attached - now
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pshipkov
R G B channels produce different shapes:
you have gammaCorrect nodes that increase the G and B channel values. Then you multiply them. As result the R channel has 4 times lower values than G and B. G and B have the same values. So i think everything reacts properly according to what you feed the textureToArray with.

MR's integration in Maya is ... i was about to use some very strong word here, but let's say it has some serious issues. You cannot pass component data to MR just like that in Maya. I wish this was the case but it is not.
You need the mentalrayVertexColors node.
In case you are not familiar with it check the example scenes - there are few of them showing how to use it.

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