The simple illustration from peter quint's tutorial.
(VOP Global Variables)P=Position
N=Normal, points away
I= CameraLight= light, illuminance loop
Connection input for output node
Cf = color
Of = opacityAf=alpha
N=normals
P=physically based rendering
A surfacemodel node is used instead of lightingmodel node, since it is a more advanced and optimized node with more functionality |
I have understand the usefulness of a parameter node, a parameter is more widely used compared to the constant node, as it can pick up the attribute (parameter type) from the geometry. Eg. color. Apart from promoting it, it can also be use to export values for output connection.
There was once when i rendered, there seems to be an artifact appearing. I sought help from JB, he help me to resolve it by, creating a properties node, and install new parameters (search for displacement bound), connect the output to the input 2 or 3 of the displacement output, and usually the bound value should be tantamount to the value of the scale of the disp along normal node
Lastly i tried experimenting to build a custom shader on my own, here's some of the screenshots
First basic attempt |
Second try (more complex now) |
I would say to build a network was fine to understand, but to understand fully how each node function was relatively hard. The vopmaterial is segregated into colour surface and displacement to connect to. I was told the light and fog output was not really needed, have to continue to do more testing and trial&error
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