Monday, April 02, 2007
Learning VOPs
Trying to learn VOPs today, and am starting to figure stuff out. First, the space change vop will "fix" a procedural texture in space, so when you move the camera or make TRS changes at the object level, the texture stays put, and doesn't give the "object swimming through texture effect". The texture node just has the UV co-ordinates piped in, and the multiply node combines the color from the texture, multiplied by the aanoise node (it's like a mask of sorts?) and then multiplied by a constant color value, that is given a greenish tint.
I tested toggling off the UV projection on the grid at the SOPs level, and the grid rendered with the green tinted noise, but not the texture. Interesting. I also tried applying a sin($FF*2)*10 on a transform node at the SOPs level, and the texture slid through space. I checked through the spreadsheet, and yes the Z points were animating (as expected). Perhaps we could have a parameter specifying the animation channels at the SOP level, and then subtract that from the incoming P from the globals? More investigation needed =)
This is the final output:
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