• Dan Andersen
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Scatter VRay proxies
Sweet, that's great reference :D
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Scatter VRay proxies
So now I have a sort-of working forest setup with position/rotation/scale controlled by textures + random variation - thanks! Next step is those shader variations. Any keywords to look up, David? :)

David l wrote: Its also possible to pass random shader variations, but this involves throwing particles into the mix for added fun.
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Scatter VRay proxies
Oooh, just what I was after. Thought I tried this same setup myself without it working - must have missed an important checkbox/connection somewhere..

Thanks!



David l wrote: Hi Dan... Like this?

scatter_proxies.jpg 
just add your vray proxy mesh to the instancer.

Its also possible to pass random shader variations, but this involves throwing particles into the mix for added fun.
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Scatter VRay proxies
Is there any way to do this, that preserves the proxy's ability to switch geometry at rendertime? I tried with instancer/copier but seems the output is a combined mesh of the scattered proxies' viewport display (which makes sense, since you don't want a separate output object per instance in your maya scene)

I'm guessing this is not possible, but can't hurt to ask :)

?

Cheers,
Dan
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tension direction?
Cool. We won't go into full production on this for another week or two so if the update's out by then I'll jump on it - if not, I'll borrow David's set up :)

/Dan
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tension direction?
Awesome that we now have a working set up! I'm also curious if this functionality could be added to the tensionMap node, or if I should run with David's network?

Big thanks to both of you :)

Cheers,
Dan
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tension direction?
Hmmm yes, I see the problem - thanks for the scene and explanation. I'll also keep digging and let you know if I find anything useful :)
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tension direction?
To clarify: I don't understand why the points get flooded with 0/1 when the plane is deformed in the x-axis, while there is a range of values (as I would expect) when deformed in z.

I did a quick test where I used stretch/compression to drive anisotropy amount and your setup to drive anisotropy direction and apart from the issue above it seems to work, as far as I can tell (it's y in screenspace that's working and x that's not):

soupSpecAni.gif 
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tension direction?
Cheers for the sample scene. I tried hooking your network up to a deforming plane, but can't quite make sense of the output. I've attached the revised scene. Have I missed something?

https://www.dropbox.com/s/lsap36n3a28x2v3/tensionMap2.ma?dl=0
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tension direction?
I use mesh tension for shading purposes mostly (driving displacement maps, bloodflow, specular glossiness etc.).

For the specular anisotropy of my skin shader, I can get the amount of anisotropy from the stretch of the mesh (tensionMap.outRgbaPP) but I need a second value, which is the direction of the anisotropy. This is where a single rotation value in UV space would be perfect. This is what VRay and Arnold expects.

From the Arnold docs:
"The rotation value changes the orientation of the anisotropic reflectance in UV space. At 0.0, there is no rotation, while at 1.0 the effect is rotated by 180 degrees."

I have no idea how to make this conversion from vector to rotation in UV space mathematically, but that's where I hope you can help? :)

So if this is at all possible, perhaps outDirectionUvPP could be added in addition to outDirectionPP?
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tension direction?
So I've had a play with the new outDirectionPP. Would it be possible, for use in shading networks, to get the output as a scalarPP rotation in UV space?
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tension direction?
Excellent - I'll try and persuade our sysadmin to install it first thing tomorrow. Very keen to try it out!
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Error: Can't open display
Will do =)
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tension direction?
Nice, I'll give it a whirl as soon as it's ready :)
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Error: Can't open display
So, seems I was too quick to blame SOuP. Turns out it was a Maya's own lookdevKit causing the issue. Upgrading from M2016 SP3-->SP5 fixes the crash. My bad - sorry.

Yes, I work with Phillip. He's more into the Excel side of the business these days though :)
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