passing U and V vectors to mental ray
| Date : Tue, 28 Feb 2006 12:26:29 -0500 |
| To : <XSI(at)Softimage.COM> |
| From : "Mathieu Leclaire" <mleclair(at)hybride.com> |
| Subject : passing U and V vectors to mental ray |
|
Hi, I’ve been looking at the D3 normal map source code and spdl and I’ve
seen him accessing those vectors from the parameters: miVector
u; /* tangent
from bump basis */ miVector
v; /* binormal
from bump basis */ …Which I’m guessing, and please correct me if I’m wrong, would represent
the direction of the Us and the Vs so we can determine the orientation of the
texture at that point right? So basically, if you would sample a point on the
same triangle but a little farther in the direction of the u vector then your UV
from that new point would have a U value higher then the one from the original
sample… I assume that’s what it represents. Anyway, D3 uses those u and v vectors to transform the vectors to UV
space or from UV space by putting them in a matrix along with the surface
normal before calling a mi_vector_transform. I can find a lot of great use to those u and v vectors and create cool
shaders but my attempt to access those vectors through the spdl have so far failed
miserably. I’m just not yet comfortable with spdls and D3 links a few of them
through the phenomenon section like this: phenomenon "d3_normalmap_gen_declare" { Name =
"d3_normalmap_gen"; Use = texture; Version = 1; Node
"basis"
= guid "{811FFAA5-2A42-47DF-B767-8DAEB5993E9C}"; Node "nmapgen" = guid
"{9B4BC656-96D1-4F3A-AC2F-2172A5D406A6}"; Connection
"basis::ntex"
= interface "tspace_id"; Connection
"basis::project" = interface
"project"; Connection "nmapgen::u"
= "basis::u";
Connection "nmapgen::v"
= "basis::v"; Connection
"nmapgen::type" = interface
"type"; Connection
"nmapgen::objects" = interface
"objects"; Connection
root
= "nmapgen"; } …Where nmapgen is linked through another spdl that contains the u and v
vectors parameters. I’m just all confused how it all works here. Can’t I put
all this in the same spdl instead of having 2 spdls to install? Can anyone just
explain to me how to build my shaders spdl so that the user can chose a texture
space and where mental ray will be able to extract the u and v vectors? I want
my shader to work whether D3 is installed or not. Can anyone explain all this
to me please? Thanks! Mathieu Leclaire R&D Programmer Hybride Technologies |
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