Friday, January 13, 2006

Couple of things

So first off, I've finally given up on hosting my own website. That old piece of crap website is gone and now if you go looking for it, you will end up here. The positive side of this is that this site will be kept fairly up to date and that the old site was a piece of shit and good riddance anyhow.

Secondly, me and a couple of others had some issues in Texture Mapping 2 tonight but they've been resolved. Just in case you're curious or just so you can read something impenetrably geeky the problem was this:

If you want to use a Surface Luminance node to control your diffuse, you want to use the normalCameraX value, however it's not enough to just feed this into the ramp node as you would with the Sampler Info node. For this value to be usable it must be interpreted and clamped by the Set Range node. Easy enough, you just feed the normalCameraX value into the Set Range node's valueX input, set the min and max range to 0 and 1.7 respectively and the old min and old max range to 0 and 2 respectively then connect the resulting output into the ramp node's U coordinate. For some reason, our surfaces were getting evenly divided into 2 separate UV spaces regardless of the lights which looks terrible. Turns out instead of connecting the Set Range node's outValueX to the ramp node's U coordinate, we were connecting the ValueX output which is completely silly because the ValueX output is exactly the same as the ValueX input on the Set Range node. Doing that effectively bypasses the Set Range node, so it's just like connecting the normalCameraX on the Surface Luminance node directly to the U coordinate of the ramp which we stated right at the beginning is pointless. I mean, why even have that as an optional output to begin with, right? So this ever happens to you, just make sure you're using the outValueX output and not just the valueX output.

If you read all of that, I am sorry. I know it's boring as sin, but it's my new life! Yay!

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