Hi All,
I have a camera very close to a surface which has some displacement detail
in the very foreground. I'm using the BA raylength shader to try and blend
this so the displacement reduces the further away from the camera the
object is. But it doesn't appear to be working. I've tried to clamp the
scalar range, but even though the BA Raylenth is showing a grad from black
to white on the object, the displacement never reduces.
Any thoughts on how this might be achieved?
Thanks
> Hi All,
> I have a camera very close to a surface which has some displacement detail
> in the very foreground. I'm using the BA raylength shader to try and blend
> this so the displacement reduces the further away from the camera the
> object is. But it doesn't appear to be working. I've tried to clamp the
> scalar range, but even though the BA Raylenth is showing a grad from black
> to white on the object, the displacement never reduces.
> Any thoughts on how this might be achieved?
> Thanks
I didn't play with the RenderTree since a very loonngg time but I think that you could use the "Intersection Point" from the Vector State node.
Then you need to get the world position of your camera and get the distance to those intersection points. I think that they are evaluated before the displacement (assuming you are using MentalRay).
Cheers,
Guillaume Laforge
From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe
Sent: Tuesday, August 07, 2012 10:54 AM
To: softim...@listproc.autodesk.com
Subject: Re: Blending displacement using raylength
Isn't this a cycle dependency situation? Raylength is affected by displacement.
On Tue, Aug 7, 2012 at 10:49 AM, Chris Marshall <chrismarshal...@gmail.com<mailto:chrismarshal...@gmail.com>> wrote:
Hi All,
I have a camera very close to a surface which has some displacement detail in the very foreground. I'm using the BA raylength shader to try and blend this so the displacement reduces the further away from the camera the object is. But it doesn't appear to be working. I've tried to clamp the scalar range, but even though the BA Raylenth is showing a grad from black to white on the object, the displacement never reduces.
Any thoughts on how this might be achieved?
Thanks
I've been using in the Render tree the node Scalar State in Ray Lenght mode and its working well with the displacement in MR Soft 2012 SP1.
Hope it helps!
Dav♪d Th♪bodeau || Artiste 3D ||
Tél: (514) 848-0579 (2525)
________________________________
From: Guillaume Laforge [mailto:guillaume.lafo...@autodesk.com] Sent: August-07-12 11:13 AM
To: softim...@listproc.autodesk.com
Subject: RE: Blending displacement using raylength
Hi Chris,
I didn’t play with the RenderTree since a very loonngg time but I think that you could use the “Intersection Point” from the Vector State node.
Then you need to get the world position of your camera and get the distance to those intersection points. I think that they are evaluated before the displacement (assuming you are using MentalRay).
Cheers,
Guillaume Laforge
From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe
Sent: Tuesday, August 07, 2012 10:54 AM
To: softim...@listproc.autodesk.com
Subject: Re: Blending displacement using raylength
Isn't this a cycle dependency situation? Raylength is affected by displacement.
On Tue, Aug 7, 2012 at 10:49 AM, Chris Marshall <chrismarshal...@gmail.com> wrote:
Hi All,
I have a camera very close to a surface which has some displacement detail in the very foreground. I'm using the BA raylength shader to try and blend this so the displacement reduces the further away from the camera the object is. But it doesn't appear to be working. I've tried to clamp the scalar range, but even though the BA Raylenth is showing a grad from black to white on the object, the displacement never reduces.
Worse case scenario would be to set up two nulls with the right distance in your scene, set their global position with an expression (Distance to cam) in the Scalar Change Range node (Old Range: Start, Old Range: End) and then multiply your displacement with this output value if that makes any sense..
Hope it helps
Dav♪d Th♪bodeau || Artiste 3D ||
Tél: (514) 848-0579 (2525)
________________________________
From: David Thibodeau [mailto:david.thibod...@visionglobale.com] Sent: August-07-12 11:23 AM
To: softim...@listproc.autodesk.com
Subject: RE: Blending displacement using raylength
Hi Chris,
I've been using in the Render tree the node Scalar State in Ray Lenght mode and its working well with the displacement in MR Soft 2012 SP1.
Hope it helps!
Dav♪d Th♪bodeau || Artiste 3D ||
Tél: (514) 848-0579 (2525)
________________________________
From: Guillaume Laforge [mailto:guillaume.lafo...@autodesk.com] Sent: August-07-12 11:13 AM
To: softim...@listproc.autodesk.com
Subject: RE: Blending displacement using raylength
Hi Chris,
I didn’t play with the RenderTree since a very loonngg time but I think that you could use the “Intersection Point” from the Vector State node.
Then you need to get the world position of your camera and get the distance to those intersection points. I think that they are evaluated before the displacement (assuming you are using MentalRay).
Cheers,
Guillaume Laforge
From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe
Sent: Tuesday, August 07, 2012 10:54 AM
To: softim...@listproc.autodesk.com
Subject: Re: Blending displacement using raylength
Isn't this a cycle dependency situation? Raylength is affected by displacement.
On Tue, Aug 7, 2012 at 10:49 AM, Chris Marshall <chrismarshal...@gmail.com> wrote:
Hi All,
I have a camera very close to a surface which has some displacement detail in the very foreground. I'm using the BA raylength shader to try and blend this so the displacement reduces the further away from the camera the object is. But it doesn't appear to be working. I've tried to clamp the scalar range, but even though the BA Raylenth is showing a grad from black to white on the object, the displacement never reduces.
> **
> Worse case scenario would be to set up two nulls with the right distance
> in your scene, set their global position with an expression (Distance to
> cam) in the Scalar Change Range node (Old Range: Start, Old Range: End) and
> then multiply your displacement with this output value if that makes any
> sense..
> I didn’t play with the RenderTree since a very loonngg time but I think
> that you could use the “Intersection Point” from the Vector State node.***
> *
> Then you need to get the world position of your camera and get the
> distance to those intersection points. I think that they are evaluated
> before the displacement (assuming you are using MentalRay).****
> ** **
> Cheers,****
> Guillaume Laforge****
> ** **
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Bradley Gabe
> *Sent:* Tuesday, August 07, 2012 10:54 AM
> *To:* softim...@listproc.autodesk.com
> *Subject:* Re: Blending displacement using raylength****
> ** **
> Isn't this a cycle dependency situation? Raylength is affected by
> displacement.****
> ** **
> On Tue, Aug 7, 2012 at 10:49 AM, Chris Marshall <chrismarshal...@gmail.com>
> wrote:****
> Hi All,****
> I have a camera very close to a surface which has some displacement detail
> in the very foreground. I'm using the BA raylength shader to try and blend
> this so the displacement reduces the further away from the camera the
> object is. But it doesn't appear to be working. I've tried to clamp the
> scalar range, but even though the BA Raylenth is showing a grad from black
> to white on the object, the displacement never reduces.****
> Any thoughts on how this might be achieved?****
> Thanks****
> ** **
> Chris****
> ** **
> ** **
--
Chris Marshall
Mint Motion Limited
029 2002 5762
07730 533 115
www.mintmotion.co.uk
> Worse case scenario would be to set up two nulls with the right distance in
> your scene, set their global position with an expression (Distance to cam)
> in the Scalar Change Range node (Old Range: Start, Old Range: End) and then
> multiply your displacement with this output value if that makes any sense..
> Hope it helps
> Dav♪d Th♪bodeau || Artiste 3D ||
> Tél: (514) 848-0579 (2525)
> ________________________________
> From: David Thibodeau [mailto:david.thibod...@visionglobale.com]
> Sent: August-07-12 11:23 AM
> To: softim...@listproc.autodesk.com
> Subject: RE: Blending displacement using raylength
> Hi Chris,
> I've been using in the Render tree the node Scalar State in Ray Lenght mode
> and its working well with the displacement in MR Soft 2012 SP1.
> Hope it helps!
> Dav♪d Th♪bodeau || Artiste 3D ||
> Tél: (514) 848-0579 (2525)
> ________________________________
> From: Guillaume Laforge [mailto:guillaume.lafo...@autodesk.com]
> Sent: August-07-12 11:13 AM
> To: softim...@listproc.autodesk.com
> Subject: RE: Blending displacement using raylength
> Hi Chris,
> I didn’t play with the RenderTree since a very loonngg time but I think that
> you could use the “Intersection Point” from the Vector State node.
> Then you need to get the world position of your camera and get the distance
> to those intersection points. I think that they are evaluated before the
> displacement (assuming you are using MentalRay).
> Cheers,
> Guillaume Laforge
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe
> Sent: Tuesday, August 07, 2012 10:54 AM
> To: softim...@listproc.autodesk.com
> Subject: Re: Blending displacement using raylength
> Isn't this a cycle dependency situation? Raylength is affected by
> displacement.
> On Tue, Aug 7, 2012 at 10:49 AM, Chris Marshall <chrismarshal...@gmail.com>
> wrote:
> Hi All,
> I have a camera very close to a surface which has some displacement detail
> in the very foreground. I'm using the BA raylength shader to try and blend
> this so the displacement reduces the further away from the camera the object
> is. But it doesn't appear to be working. I've tried to clamp the scalar
> range, but even though the BA Raylenth is showing a grad from black to white
> on the object, the displacement never reduces.
> Any thoughts on how this might be achieved?
> Thanks
> Chris
--
Chris Marshall
Mint Motion Limited
029 2002 5762
07730 533 115
www.mintmotion.co.uk
> My brain's fried! How do I get the positions of objects into the
> render tree? It's all gone foggy and I have a client in shortly!
> On 07/08/2012, David Thibodeau <david.thibod...@visionglobale.com> wrote:
> > Worse case scenario would be to set up two nulls with the right distance in
> > your scene, set their global position with an expression (Distance to cam)
> > in the Scalar Change Range node (Old Range: Start, Old Range: End) and then
> > multiply your displacement with this output value if that makes any sense..
> > Hope it helps
> > Dav♪d Th♪bodeau || Artiste 3D ||
> > Tél: (514) 848-0579 (2525)
> > ________________________________
> > From: David Thibodeau [mailto:david.thibod...@visionglobale.com]
> > Sent: August-07-12 11:23 AM
> > To: softim...@listproc.autodesk.com
> > Subject: RE: Blending displacement using raylength
> > Hi Chris,
> > I've been using in the Render tree the node Scalar State in Ray Lenght mode
> > and its working well with the displacement in MR Soft 2012 SP1.
> > Hope it helps!
> > Dav♪d Th♪bodeau || Artiste 3D ||
> > Tél: (514) 848-0579 (2525)
> > ________________________________
> > From: Guillaume Laforge [mailto:guillaume.lafo...@autodesk.com]
> > Sent: August-07-12 11:13 AM
> > To: softim...@listproc.autodesk.com
> > Subject: RE: Blending displacement using raylength
> > Hi Chris,
> > I didn’t play with the RenderTree since a very loonngg time but I think that
> > you could use the “Intersection Point” from the Vector State node.
> > Then you need to get the world position of your camera and get the distance
> > to those intersection points. I think that they are evaluated before the
> > displacement (assuming you are using MentalRay).
> > Cheers,
> > Guillaume Laforge
> > From: softimage-boun...@listproc.autodesk.com
> > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe
> > Sent: Tuesday, August 07, 2012 10:54 AM
> > To: softim...@listproc.autodesk.com
> > Subject: Re: Blending displacement using raylength
> > Isn't this a cycle dependency situation? Raylength is affected by
> > displacement.
> > On Tue, Aug 7, 2012 at 10:49 AM, Chris Marshall <chrismarshal...@gmail.com>
> > wrote:
> > Hi All,
> > I have a camera very close to a surface which has some displacement detail
> > in the very foreground. I'm using the BA raylength shader to try and blend
> > this so the displacement reduces the further away from the camera the object
> > is. But it doesn't appear to be working. I've tried to clamp the scalar
> > range, but even though the BA Raylenth is showing a grad from black to white
> > on the object, the displacement never reduces.
> > Any thoughts on how this might be achieved?
> > Thanks
> > Chris
> --
> Chris Marshall
> Mint Motion Limited
> 029 2002 5762
> 07730 533 115
> www.mintmotion.co.uk
Ideally I don't want to generate a texture projection, just get the
position of the camera and / or other objects in space. Brain's died.
Where can I write an expression in the render tree? I'm clearly
missing something obvious here.
On 08/08/2012, Christian Keller <chris3...@me.com> wrote:
> Am 08. August 2012 um 12:07 schrieb Chris Marshall
> <chrismarshal...@gmail.com>:
>> My brain's fried! How do I get the positions of objects into the
>> render tree? It's all gone foggy and I have a client in shortly!
>> On 07/08/2012, David Thibodeau <david.thibod...@visionglobale.com> wrote:
>> > Worse case scenario would be to set up two nulls with the right distance
>> > in
>> > your scene, set their global position with an expression (Distance to
>> > cam)
>> > in the Scalar Change Range node (Old Range: Start, Old Range: End) and
>> > then
>> > multiply your displacement with this output value if that makes any
>> > sense..
>> > Hope it helps
>> > Dav♪d Th♪bodeau || Artiste 3D ||
>> > Tél: (514) 848-0579 (2525)
>> > ________________________________
>> > From: David Thibodeau [mailto:david.thibod...@visionglobale.com]
>> > Sent: August-07-12 11:23 AM
>> > To: softim...@listproc.autodesk.com
>> > Subject: RE: Blending displacement using raylength
>> > Hi Chris,
>> > I've been using in the Render tree the node Scalar State in Ray Lenght
>> > mode
>> > and its working well with the displacement in MR Soft 2012 SP1.
>> > Hope it helps!
>> > Dav♪d Th♪bodeau || Artiste 3D ||
>> > Tél: (514) 848-0579 (2525)
>> > ________________________________
>> > From: Guillaume Laforge [mailto:guillaume.lafo...@autodesk.com]
>> > Sent: August-07-12 11:13 AM
>> > To: softim...@listproc.autodesk.com
>> > Subject: RE: Blending displacement using raylength
>> > Hi Chris,
>> > I didn’t play with the RenderTree since a very loonngg time but I think
>> > that
>> > you could use the “Intersection Point” from the Vector State node.
>> > Then you need to get the world position of your camera and get the
>> > distance
>> > to those intersection points. I think that they are evaluated before
>> > the
>> > displacement (assuming you are using MentalRay).
>> > Cheers,
>> > Guillaume Laforge
>> > From: softimage-boun...@listproc.autodesk.com
>> > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley
>> > Gabe
>> > Sent: Tuesday, August 07, 2012 10:54 AM
>> > To: softim...@listproc.autodesk.com
>> > Subject: Re: Blending displacement using raylength
>> > Isn't this a cycle dependency situation? Raylength is affected by
>> > displacement.
>> > On Tue, Aug 7, 2012 at 10:49 AM, Chris Marshall
>> > <chrismarshal...@gmail.com>
>> > wrote:
>> > Hi All,
>> > I have a camera very close to a surface which has some displacement
>> > detail
>> > in the very foreground. I'm using the BA raylength shader to try and
>> > blend
>> > this so the displacement reduces the further away from the camera the
>> > object
>> > is. But it doesn't appear to be working. I've tried to clamp the scalar
>> > range, but even though the BA Raylenth is showing a grad from black to
>> > white
>> > on the object, the displacement never reduces.
>> > Any thoughts on how this might be achieved?
>> > Thanks
>> > Chris
>> --
>> Chris Marshall
>> Mint Motion Limited
>> 029 2002 5762
>> 07730 533 115
>> www.mintmotion.co.uk
--
Chris Marshall
Mint Motion Limited
029 2002 5762
07730 533 115
www.mintmotion.co.uk
> Ideally I don't want to generate a texture projection, just get the
> position of the camera and / or other objects in space. Brain's died.
> Where can I write an expression in the render tree? I'm clearly
> missing something obvious here.
He's just walked in! Diverting him to coffee machine, sofa and Olympics on tv!
Of course the expression is added through the animation divot! I'm an
idiot! Was looking in the wrong place all along. Cheers
On 08/08/2012, Rob Chapman <tekano....@gmail.com> wrote:
> is the client there yet? :) heres a way to add expressions into the render
> tree and doesnt use texture space lookup. better hurry up!
> On 8 August 2012 11:23, Chris Marshall <chrismarshal...@gmail.com> wrote:
>> Ideally I don't want to generate a texture projection, just get the
>> position of the camera and / or other objects in space. Brain's died.
>> Where can I write an expression in the render tree? I'm clearly
>> missing something obvious here.
--
Chris Marshall
Mint Motion Limited
029 2002 5762
07730 533 115
www.mintmotion.co.uk
OK after all that I'm still getting displacement across the whole
surface, even though I can run the scalar value through a gradient and
it gives the correct result. I've double checked and I'm using the
Vector_State - Intersection Point, so it's obviously not calculating
this before calculating the displacement.
Any other ideas?
Thanks
Chris
On 08/08/2012, Chris Marshall <chrismarshal...@gmail.com> wrote:
> He's just walked in! Diverting him to coffee machine, sofa and Olympics on
> tv!
> Of course the expression is added through the animation divot! I'm an
> idiot! Was looking in the wrong place all along. Cheers
> On 08/08/2012, Rob Chapman <tekano....@gmail.com> wrote:
>> is the client there yet? :) heres a way to add expressions into the
>> render
>> tree and doesnt use texture space lookup. better hurry up!
>> On 8 August 2012 11:23, Chris Marshall <chrismarshal...@gmail.com> wrote:
>>> Ideally I don't want to generate a texture projection, just get the
>>> position of the camera and / or other objects in space. Brain's died.
>>> Where can I write an expression in the render tree? I'm clearly
>>> missing something obvious here.
> --
> Chris Marshall
> Mint Motion Limited
> 029 2002 5762
> 07730 533 115
> www.mintmotion.co.uk
--
Chris Marshall
Mint Motion Limited
029 2002 5762
07730 533 115
www.mintmotion.co.uk
ah I see, think in the past for fading off displacements into the distance
I was using textures & gradients in the rendertree - with texture
projection rather than distance to camera. not much help other than that Im
afraid
On 8 August 2012 12:10, Chris Marshall <chrismarshal...@gmail.com> wrote:
> OK after all that I'm still getting displacement across the whole
> surface, even though I can run the scalar value through a gradient and
> it gives the correct result. I've double checked and I'm using the
> Vector_State - Intersection Point, so it's obviously not calculating
> this before calculating the displacement.
> Any other ideas?
> Thanks
> Chris
> On 08/08/2012, Chris Marshall <chrismarshal...@gmail.com> wrote:
> > He's just walked in! Diverting him to coffee machine, sofa and Olympics
> on
> > tv!
> > Of course the expression is added through the animation divot! I'm an
> > idiot! Was looking in the wrong place all along. Cheers
> > On 08/08/2012, Rob Chapman <tekano....@gmail.com> wrote:
> >> is the client there yet? :) heres a way to add expressions into the
> >> render
> >> tree and doesnt use texture space lookup. better hurry up!
> >> On 8 August 2012 11:23, Chris Marshall <chrismarshal...@gmail.com>
> wrote:
> >>> Ideally I don't want to generate a texture projection, just get the
> >>> position of the camera and / or other objects in space. Brain's died.
> >>> Where can I write an expression in the render tree? I'm clearly
> >>> missing something obvious here.
> ah I see, think in the past for fading off displacements into the distance
> I was using textures & gradients in the rendertree - with texture
> projection rather than distance to camera. not much help other than that Im
> afraid
> On 8 August 2012 12:10, Chris Marshall <chrismarshal...@gmail.com> wrote:
>> OK after all that I'm still getting displacement across the whole
>> surface, even though I can run the scalar value through a gradient and
>> it gives the correct result. I've double checked and I'm using the
>> Vector_State - Intersection Point, so it's obviously not calculating
>> this before calculating the displacement.
>> Any other ideas?
>> Thanks
>> Chris
>> On 08/08/2012, Chris Marshall <chrismarshal...@gmail.com> wrote:
>> > He's just walked in! Diverting him to coffee machine, sofa and Olympics
>> on
>> > tv!
>> > Of course the expression is added through the animation divot! I'm an
>> > idiot! Was looking in the wrong place all along. Cheers
>> > On 08/08/2012, Rob Chapman <tekano....@gmail.com> wrote:
>> >> is the client there yet? :) heres a way to add expressions into the
>> >> render
>> >> tree and doesnt use texture space lookup. better hurry up!
>> >> On 8 August 2012 11:23, Chris Marshall <chrismarshal...@gmail.com>
>> wrote:
>> >>> Ideally I don't want to generate a texture projection, just get the
>> >>> position of the camera and / or other objects in space. Brain's died.
>> >>> Where can I write an expression in the render tree? I'm clearly
>> >>> missing something obvious here.
Yes it is doable i one render pass for sure! I made such RenderTree in the
past.
I'm rather confident that the thing I explained to you (using
point intersections) is working. I will try to put my hands on Softi
today... if nobody else can find the solution :).
On Wed, Aug 8, 2012 at 7:43 AM, Chris Marshall <chrismarshal...@gmail.com>wrote:
> Yes I was hoping to avoid rendering both and then blending afterwards.
> Just feels like something that could be doable.
> Thanks anyway.
> On 08/08/2012, Rob Chapman <tekano....@gmail.com> wrote:
> > ah I see, think in the past for fading off displacements into the
> distance
> > I was using textures & gradients in the rendertree - with texture
> > projection rather than distance to camera. not much help other than that
> Im
> > afraid
> > On 8 August 2012 12:10, Chris Marshall <chrismarshal...@gmail.com>
> wrote:
> >> OK after all that I'm still getting displacement across the whole
> >> surface, even though I can run the scalar value through a gradient and
> >> it gives the correct result. I've double checked and I'm using the
> >> Vector_State - Intersection Point, so it's obviously not calculating
> >> this before calculating the displacement.
> >> Any other ideas?
> >> Thanks
> >> Chris
> >> On 08/08/2012, Chris Marshall <chrismarshal...@gmail.com> wrote:
> >> > He's just walked in! Diverting him to coffee machine, sofa and
> Olympics
> >> on
> >> > tv!
> >> > Of course the expression is added through the animation divot! I'm an
> >> > idiot! Was looking in the wrong place all along. Cheers
> >> > On 08/08/2012, Rob Chapman <tekano....@gmail.com> wrote:
> >> >> is the client there yet? :) heres a way to add expressions into the
> >> >> render
> >> >> tree and doesnt use texture space lookup. better hurry up!
> >> >> On 8 August 2012 11:23, Chris Marshall <chrismarshal...@gmail.com>
> >> wrote:
> >> >>> Ideally I don't want to generate a texture projection, just get the
> >> >>> position of the camera and / or other objects in space. Brain's
> died.
> >> >>> Where can I write an expression in the render tree? I'm clearly
> >> >>> missing something obvious here.
> Yes it is doable i one render pass for sure! I made such RenderTree in the
> past.
> I'm rather confident that the thing I explained to you (using
> point intersections) is working. I will try to put my hands on Softi
> today... if nobody else can find the solution :).
> On Wed, Aug 8, 2012 at 7:43 AM, Chris Marshall
> <chrismarshal...@gmail.com>wrote:
>> Yes I was hoping to avoid rendering both and then blending afterwards.
>> Just feels like something that could be doable.
>> Thanks anyway.
>> On 08/08/2012, Rob Chapman <tekano....@gmail.com> wrote:
>> > ah I see, think in the past for fading off displacements into the
>> distance
>> > I was using textures & gradients in the rendertree - with texture
>> > projection rather than distance to camera. not much help other than
>> > that
>> Im
>> > afraid
>> > On 8 August 2012 12:10, Chris Marshall <chrismarshal...@gmail.com>
>> wrote:
>> >> OK after all that I'm still getting displacement across the whole
>> >> surface, even though I can run the scalar value through a gradient and
>> >> it gives the correct result. I've double checked and I'm using the
>> >> Vector_State - Intersection Point, so it's obviously not calculating
>> >> this before calculating the displacement.
>> >> Any other ideas?
>> >> Thanks
>> >> Chris
>> >> On 08/08/2012, Chris Marshall <chrismarshal...@gmail.com> wrote:
>> >> > He's just walked in! Diverting him to coffee machine, sofa and
>> Olympics
>> >> on
>> >> > tv!
>> >> > Of course the expression is added through the animation divot! I'm
>> >> > an
>> >> > idiot! Was looking in the wrong place all along. Cheers
>> >> > On 08/08/2012, Rob Chapman <tekano....@gmail.com> wrote:
>> >> >> is the client there yet? :) heres a way to add expressions into
>> >> >> the
>> >> >> render
>> >> >> tree and doesnt use texture space lookup. better hurry up!
>> >> >> On 8 August 2012 11:23, Chris Marshall <chrismarshal...@gmail.com>
>> >> wrote:
>> >> >>> Ideally I don't want to generate a texture projection, just get
>> >> >>> the
>> >> >>> position of the camera and / or other objects in space. Brain's
>> died.
>> >> >>> Where can I write an expression in the render tree? I'm clearly
>> >> >>> missing something obvious here.
> If you could, that would be superb and beer will be exchanged!!
> On 08/08/2012, Guillaume Laforge <guillaume.laforge...@gmail.com> wrote:
> > Yes it is doable i one render pass for sure! I made such RenderTree in
> the
> > past.
> > I'm rather confident that the thing I explained to you (using
> > point intersections) is working. I will try to put my hands on Softi
> > today... if nobody else can find the solution :).
> > On Wed, Aug 8, 2012 at 7:43 AM, Chris Marshall
> > <chrismarshal...@gmail.com>wrote:
> >> Yes I was hoping to avoid rendering both and then blending afterwards.
> >> Just feels like something that could be doable.
> >> Thanks anyway.
> >> On 08/08/2012, Rob Chapman <tekano....@gmail.com> wrote:
> >> > ah I see, think in the past for fading off displacements into the
> >> distance
> >> > I was using textures & gradients in the rendertree - with texture
> >> > projection rather than distance to camera. not much help other than
> >> > that
> >> Im
> >> > afraid
> >> > On 8 August 2012 12:10, Chris Marshall <chrismarshal...@gmail.com>
> >> wrote:
> >> >> OK after all that I'm still getting displacement across the whole
> >> >> surface, even though I can run the scalar value through a gradient
> and
> >> >> it gives the correct result. I've double checked and I'm using the
> >> >> Vector_State - Intersection Point, so it's obviously not calculating
> >> >> this before calculating the displacement.
> >> >> Any other ideas?
> >> >> Thanks
> >> >> Chris
> >> >> On 08/08/2012, Chris Marshall <chrismarshal...@gmail.com> wrote:
> >> >> > He's just walked in! Diverting him to coffee machine, sofa and
> >> Olympics
> >> >> on
> >> >> > tv!
> >> >> > Of course the expression is added through the animation divot! I'm
> >> >> > an
> >> >> > idiot! Was looking in the wrong place all along. Cheers
> >> >> > On 08/08/2012, Rob Chapman <tekano....@gmail.com> wrote:
> >> >> >> is the client there yet? :) heres a way to add expressions into
> >> >> >> the
> >> >> >> render
> >> >> >> tree and doesnt use texture space lookup. better hurry up!
> >> >> >> On 8 August 2012 11:23, Chris Marshall <chrismarshal...@gmail.com
> >> >> wrote:
> >> >> >>> Ideally I don't want to generate a texture projection, just get
> >> >> >>> the
> >> >> >>> position of the camera and / or other objects in space. Brain's
> >> died.
> >> >> >>> Where can I write an expression in the render tree? I'm clearly
> >> >> >>> missing something obvious here.
-----Original Message-----
From: Chris Marshall [mailto:chrismarshal...@gmail.com] Sent: August-08-12 8:20 AM
To: softim...@listproc.autodesk.com
Subject: Re: Blending displacement using raylength
If you could, that would be superb and beer will be exchanged!!
On 08/08/2012, Guillaume Laforge <guillaume.laforge...@gmail.com> wrote:
> Yes it is doable i one render pass for sure! I made such RenderTree in > the past.
> I'm rather confident that the thing I explained to you (using point > intersections) is working. I will try to put my hands on Softi > today... if nobody else can find the solution :).
> On Wed, Aug 8, 2012 at 7:43 AM, Chris Marshall
> <chrismarshal...@gmail.com>wrote:
>> Yes I was hoping to avoid rendering both and then blending afterwards.
>> Just feels like something that could be doable.
>> Thanks anyway.
>> On 08/08/2012, Rob Chapman <tekano....@gmail.com> wrote:
>> > ah I see, think in the past for fading off displacements into the
>> distance
>> > I was using textures & gradients in the rendertree - with texture >> > projection rather than distance to camera. not much help other than >> > that
>> Im
>> > afraid
>> > On 8 August 2012 12:10, Chris Marshall <chrismarshal...@gmail.com>
>> wrote:
>> >> OK after all that I'm still getting displacement across the whole >> >> surface, even though I can run the scalar value through a gradient >> >> and it gives the correct result. I've double checked and I'm using >> >> the Vector_State - Intersection Point, so it's obviously not >> >> calculating this before calculating the displacement.
>> >> Any other ideas?
>> >> Thanks
>> >> Chris
>> >> On 08/08/2012, Chris Marshall <chrismarshal...@gmail.com> wrote:
>> >> > He's just walked in! Diverting him to coffee machine, sofa and
>> Olympics
>> >> on
>> >> > tv!
>> >> > Of course the expression is added through the animation divot! >> >> > I'm an idiot! Was looking in the wrong place all along. Cheers
>> >> > On 08/08/2012, Rob Chapman <tekano....@gmail.com> wrote:
>> >> >> is the client there yet? :) heres a way to add expressions >> >> >> into the render tree and doesnt use texture space lookup. >> >> >> better hurry up!
>> >> >> On 8 August 2012 11:23, Chris Marshall >> >> >> <chrismarshal...@gmail.com>
>> >> wrote:
>> >> >>> Ideally I don't want to generate a texture projection, just >> >> >>> get the position of the camera and / or other objects in >> >> >>> space. Brain's
>> died.
>> >> >>> Where can I write an expression in the render tree? I'm >> >> >>> clearly missing something obvious here.
Thanks David, but Guillaume has just blown me out of the water, well
and truly! Though I currently can't see what the difference is between
what I've done and what he's done. Just trying to figure it out now.
Thanks
Chris
On 08/08/2012, David Thibodeau <david.thibod...@visionglobale.com> wrote:
> Sorry for the confusion! I've put some images to show how to set expressions
> in the render tree.
> In this case I used the function Distance to Camera, then specified wich
> object that will be evaluated, followed by his position(
> END.kine.global.pos)
> My apologize!
> Dav♪d Th♪bodeau || Artiste 3D ||
> Tél: (514) 848-0579 (2525)
> -----Original Message-----
> From: Chris Marshall [mailto:chrismarshal...@gmail.com]
> Sent: August-08-12 8:20 AM
> To: softim...@listproc.autodesk.com
> Subject: Re: Blending displacement using raylength
> If you could, that would be superb and beer will be exchanged!!
> On 08/08/2012, Guillaume Laforge <guillaume.laforge...@gmail.com> wrote:
>> Yes it is doable i one render pass for sure! I made such RenderTree in
>> the past.
>> I'm rather confident that the thing I explained to you (using point
>> intersections) is working. I will try to put my hands on Softi
>> today... if nobody else can find the solution :).
>> On Wed, Aug 8, 2012 at 7:43 AM, Chris Marshall
>> <chrismarshal...@gmail.com>wrote:
>>> Yes I was hoping to avoid rendering both and then blending afterwards.
>>> Just feels like something that could be doable.
>>> Thanks anyway.
>>> On 08/08/2012, Rob Chapman <tekano....@gmail.com> wrote:
>>> > ah I see, think in the past for fading off displacements into the
>>> distance
>>> > I was using textures & gradients in the rendertree - with texture
>>> > projection rather than distance to camera. not much help other than
>>> > that
>>> Im
>>> > afraid
>>> > On 8 August 2012 12:10, Chris Marshall <chrismarshal...@gmail.com>
>>> wrote:
>>> >> OK after all that I'm still getting displacement across the whole
>>> >> surface, even though I can run the scalar value through a gradient
>>> >> and it gives the correct result. I've double checked and I'm using
>>> >> the Vector_State - Intersection Point, so it's obviously not
>>> >> calculating this before calculating the displacement.
>>> >> Any other ideas?
>>> >> Thanks
>>> >> Chris
>>> >> On 08/08/2012, Chris Marshall <chrismarshal...@gmail.com> wrote:
>>> >> > He's just walked in! Diverting him to coffee machine, sofa and
>>> Olympics
>>> >> on
>>> >> > tv!
>>> >> > Of course the expression is added through the animation divot!
>>> >> > I'm an idiot! Was looking in the wrong place all along. Cheers
>>> >> > On 08/08/2012, Rob Chapman <tekano....@gmail.com> wrote:
>>> >> >> is the client there yet? :) heres a way to add expressions
>>> >> >> into the render tree and doesnt use texture space lookup.
>>> >> >> better hurry up!
>>> >> >> On 8 August 2012 11:23, Chris Marshall
>>> >> >> <chrismarshal...@gmail.com>
>>> >> wrote:
>>> >> >>> Ideally I don't want to generate a texture projection, just
>>> >> >>> get the position of the camera and / or other objects in
>>> >> >>> space. Brain's
>>> died.
>>> >> >>> Where can I write an expression in the render tree? I'm
>>> >> >>> clearly missing something obvious here.
That's really great Guillaume!! Thanks a lot for sending that through.
I genuinely can't see where the difference is with what I've done, but
yours works and mine doesn't. Did you want all thirty of those beers?
On 08/08/2012, Guillaume Laforge <guillaume.laforge...@gmail.com> wrote:
> On Wed, Aug 8, 2012 at 8:19 AM, Chris Marshall
> <chrismarshal...@gmail.com>wrote:
>> If you could, that would be superb and beer will be exchanged!!
>> On 08/08/2012, Guillaume Laforge <guillaume.laforge...@gmail.com> wrote:
>> > Yes it is doable i one render pass for sure! I made such RenderTree in
>> the
>> > past.
>> > I'm rather confident that the thing I explained to you (using
>> > point intersections) is working. I will try to put my hands on Softi
>> > today... if nobody else can find the solution :).
>> > On Wed, Aug 8, 2012 at 7:43 AM, Chris Marshall
>> > <chrismarshal...@gmail.com>wrote:
>> >> Yes I was hoping to avoid rendering both and then blending afterwards.
>> >> Just feels like something that could be doable.
>> >> Thanks anyway.
>> >> On 08/08/2012, Rob Chapman <tekano....@gmail.com> wrote:
>> >> > ah I see, think in the past for fading off displacements into the
>> >> distance
>> >> > I was using textures & gradients in the rendertree - with texture
>> >> > projection rather than distance to camera. not much help other than
>> >> > that
>> >> Im
>> >> > afraid
>> >> > On 8 August 2012 12:10, Chris Marshall <chrismarshal...@gmail.com>
>> >> wrote:
>> >> >> OK after all that I'm still getting displacement across the whole
>> >> >> surface, even though I can run the scalar value through a gradient
>> and
>> >> >> it gives the correct result. I've double checked and I'm using the
>> >> >> Vector_State - Intersection Point, so it's obviously not
>> >> >> calculating
>> >> >> this before calculating the displacement.
>> >> >> Any other ideas?
>> >> >> Thanks
>> >> >> Chris
>> >> >> On 08/08/2012, Chris Marshall <chrismarshal...@gmail.com> wrote:
>> >> >> > He's just walked in! Diverting him to coffee machine, sofa and
>> >> Olympics
>> >> >> on
>> >> >> > tv!
>> >> >> > Of course the expression is added through the animation divot!
>> >> >> > I'm
>> >> >> > an
>> >> >> > idiot! Was looking in the wrong place all along. Cheers
>> >> >> > On 08/08/2012, Rob Chapman <tekano....@gmail.com> wrote:
>> >> >> >> is the client there yet? :) heres a way to add expressions into
>> >> >> >> the
>> >> >> >> render
>> >> >> >> tree and doesnt use texture space lookup. better hurry up!
>> >> >> >> On 8 August 2012 11:23, Chris Marshall
>> >> >> >> <chrismarshal...@gmail.com
>> >> >> wrote:
>> >> >> >>> Ideally I don't want to generate a texture projection, just get
>> >> >> >>> the
>> >> >> >>> position of the camera and / or other objects in space. Brain's
>> >> died.
>> >> >> >>> Where can I write an expression in the render tree? I'm clearly
>> >> >> >>> missing something obvious here.
he did say 'one' of those and also, havn't loaded the scene (2012 still
here) but doesn't seem any different from the 2nd example pic I sent.
slight problem between the chair and keyboard I say ! :)
On 8 August 2012 16:02, Chris Marshall <chrismarshal...@gmail.com> wrote:
> That's really great Guillaume!! Thanks a lot for sending that through.
> I genuinely can't see where the difference is with what I've done, but
> yours works and mine doesn't. Did you want all thirty of those beers?
On 08/08/2012, Rob Chapman <tekano....@gmail.com> wrote:
> he did say 'one' of those and also, havn't loaded the scene (2012 still
> here) but doesn't seem any different from the 2nd example pic I sent.
> slight problem between the chair and keyboard I say ! :)
> On 8 August 2012 16:02, Chris Marshall <chrismarshal...@gmail.com> wrote:
>> That's really great Guillaume!! Thanks a lot for sending that through.
>> I genuinely can't see where the difference is with what I've done, but
>> yours works and mine doesn't. Did you want all thirty of those beers?
--
Chris Marshall
Mint Motion Limited
029 2002 5762
07730 533 115
www.mintmotion.co.uk
> but doesn't seem any different from the 2nd example pic
I didn't received your email with the pic in my gmail. But checking in my
AD mail, I see it now... weird xsilist problem again?
So yes, you are using the exact same thing :). The only thing to add is a
node to clamp the value that are out of range (to avoid displacement again
after the end of the interpolation).
In the sample scene, I'm using an fcurve node as it looks like it clamps
the values nicely (and add more control in the blending).
On Wed, Aug 8, 2012 at 11:11 AM, Rob Chapman <tekano....@gmail.com> wrote:
> he did say 'one' of those and also, havn't loaded the scene (2012 still
> here) but doesn't seem any different from the 2nd example pic I sent.
> slight problem between the chair and keyboard I say ! :)
> On 8 August 2012 16:02, Chris Marshall <chrismarshal...@gmail.com> wrote:
>> That's really great Guillaume!! Thanks a lot for sending that through.
>> I genuinely can't see where the difference is with what I've done, but
>> yours works and mine doesn't. Did you want all thirty of those beers?