ljilekor Show full post »
pshipkov
This weekend.
I had to stop working at the end of January for some legal issues to resolve.

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DennisJ
Oh okay. That's awesome.

We are currently working on a look test for our short. So i promise to upload something when we got it tested out.

Thanks.
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ljilekor
Hi there,

The new node splitRgba is present in the latest release.

So could we have step by step instructions on how to use it to bake our weightPP's (point node) or vertex colors on a 2D map using the arrayToTexture2D?

Where/How do we assign the UVSet used for the baking?

Thx in advance.

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pshipkov
splitRgba.red -> arrayToPointColor.inRgbaPP
turn on the "solidAlpha" switch on the arrayToPointColor
geoIntermediate.outMesh->arrayToPointColors.inGeo
arrayToPointColors.outGeo -> geo.inMesh
turn on the "display colors" switch on the geo mesh node
at this point you should be able to see the weight map displayed as vertex colors
select the geo object run the vertexColorsToTexture tool and output the image sequence
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deex
Hi all,

Is it possible to convert a color set into texture "on fly" without to bake or something like this ?
If yes, can you tell me connections please ?

What i am doing is : pointAttributeToArray, enable point color, set my colorset.
Connect all of this into a rgbaToColorAndAlpha, and after into a arrayToTexture2D.
But, it doesn't work.
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deex
Ok this is ok.
I have connected a point node to a arraytotexture and it works.
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smisek
Can someone clarify how to plug geometry vertex color to the arraytoTexture2D node
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pshipkov
Somebody asked yesterday about that in private.
Here is the scene i sent him.

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smisek
fantastic thank you!
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mecca76
Hi just found these answers and thought yes!!! I can procedurally convert a vertex color to a texture without having to export a sequence.
Essentially my set up is using an AttTransfer with a bounding object on a flat plane to create a color on points within the bounded area, then I wanted to convert to a texture and add as a texture emission for nParticles.
I wanted to do this way so I can animate the bounding shape and control where the particles on the plane emit from over time.
I used the example file  and all seemed good but alas two problems.
1. When using Vray the texture doesn't render as a color input on a lambert but does in Maya software.
2. The texture doesn't get recognized when input to the 'texture emission' of the nParticle emitter.
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pshipkov

The way things work in Maya these days - every third party renderer has to provide support for each and every node. That's why you won't be able to render it outside the Maya Software Render. I am not in front of a computer with installed Maya on it, but i am surprised that you cannot render your data in VRay. It provides decently good options to do that. Did you search online about an answer ? VRay can render vertex colors directly.

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mecca76
No I didn't check yet, but I do recall a vray shader for vertex colors I'll have a proper look at it and the documentation. My main issue was to get the texture to work in the nParticle emit from texture input on the emitter which isn't picking up the conversion from the ArrayTo2DTexture node.
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pshipkov
Ah, i see.
No it won't.
Maya's particle emission from texture is blind about anything but the few standard texture nodes that ship with Maya.
Real pain in the neck.
I think you want to use the pointCloudParticleEmitter node from SOuP. I bet you will like it a lot more than the standard emitters.
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mecca76
Great I'll use that instead.

Thanks.
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