Sunday, 8 May 2011

Day 41

One more attempt changing the connections between nodes on the rock shader where adding 2 displacements together wasn't working, apparently wood is meant for shading not displacing.

http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=22088

Went back to work on my other 3 shaders instead where i promoted the parms to the upper level rather than always dive back in and added a "Ramp" node just before the bias input of "Mix" node as suggested by Rap.

My understanding was the ramp should control where the mold appear on the rock as the normal Y was plugged into it. Here the colour of the mold/rock is being changed...





















Resizing Fluid Container
Was trying to figure out why my setup to resize my smoke container wasn't working...
Used two methods, first was creating nodes within AutoDopNet using "SopSolver" (consisting of "ObjectMerge" where the density is imported in, "Scatter" points around density field, "Bound" to create the boundbox). I just didn't Paste Relative Ref the "Size" & "Center" parm from low-res smoke onto "Gas Resize Fluid".

Second was using shelf tool, this rescales fluid container using an object (Box) as reference.












Delayed Load

I couldn't figure out why the rock material isn't showing in the render. Tested different ways of doing it, had to approach the forum for assistance.

http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=22123









In detail view, we can see the values assigned to each point.










Add normal.










Add scale.

































Mr Ron dropped by and provided me his way of doing it. With the .bgeos saved earlier, created "Delayed Load" within Rock Material... create a new attribute (switch with $PT%4 expression where a value between 0-3 would be given to the points). With this, i could assign my rock material in the "Material SOP" and override the variable with the parameter name file which was promoted at "Delayed Load" node.
Also using a "Point SOP", adding normal and scale with expressions to give different rotation and size for each instance object since we are no longer using "Copy".




Guess i could perform the same steps if i wanted to switch between different rock materials too, haven't tried that.

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