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bbirras
11-07-2004, 09:45 PM
Liquid 1.6.1 for 3delight, win binary from the wiki page on maya5/XP

1) on the wiki page it says that there is an option in Options> RIB Options> Output UVs.
http://www.plastickitten.net/liquidwiki/index.php/Options#Output_Mesh_UVs

the gui of the win-binary does not have this option. So ? how can I use UV-maps?

2) whenever I write the paths in File>Directories, these paths are completely ignored and output goes to the current active project, which is in fact another plug-in, namely character-tools..

3) many times the rendered .tif does not go to the rmanpix file. 3DL renders, puts out a .rib, but does not save the .tif to file. Am I missing something here? Sometimes it does save the .tif, sometimes it doesnt. Things that makes you go : hmm.

4) As renderman renderer can only assign a shader to the whole object and not to different faces, as other programs/renderers can and I dont want to split my models into bits and pieces to assign shaders to them (specially when the mesh is animated and all parts have to interact) a separation into various meshes is out of question, UV mapping is the only alternative here. Am I right?

5) I spend a whole afternoon batch converting texture images to .tif for further optimisation with tdlmake, but , of course cannot use them, as maya nor liquid/3DL will recignize them and as allready said, the UV option is not available in the liquid version I use. Again : I do have the feel that Im missing on some basic stuff here, but could not find answers in any forums/docs. to these questions, or maybe have not seen them, as Im getting close to 24h sitting in front of the screen(s) now.

I think I ll have a cup of milk, a last cigartte and catch some sleep after that. puhh :hmm:

thx in advance 4 any hints

bbirras
11-08-2004, 05:18 PM
OK. after a good night sleep the world looks different and I digged a little in the info I got :

so I can answer some stuff myself, but might be intersting for others:

to use the image as a simple projection is quite simple with the paintedplastic shader.
when assigning that shader in fluid a file option pops up and I can assign the with tdlmake optimized .tif files

but then I have a simple image texture projected and slapped around the mesh.

to use the image not just for colour I need some custum shaders. found them at: (thx paulG)

http://cvs.sourceforge.net/viewcvs.py/aqsis/content/shaders/AqSMap.sl?rev=1.2&view=markup

Im compiling now and see if they do the job.

but this didnt solve my problem yet how to use the UV coordinates.

I found this slim template:
http://zj.deathfall.com/source/uvmap.txt
which looks promising, but I have to look now how to edit it in order to be able to compile it.
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but I still dont have the option UV in the RIB option box in the liquid gui (as mentioned last night)
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pls point me in the right direcction if you think it could solve the UV prob.

Mauritius
11-10-2004, 02:45 PM
I'm the maintainer of the 3Delight Liquid build, so I'm probably the one to answer ;)

In RenderMan, texture coordinates are by default named "s" and "t". These are always written out by Liquid.
Due to interpolation of texture coordinates on subdivison surfaces (or rather due to the difficulty for the renderer of determining how to interpolate them in certain situations), it is neccessary often though, to have texture coordinates written out together as "st" pairs, instead. A Liquid release with that feature is ready but I haven't checked it toroughly enough for a public release. I'm currently taking my first holiday since almost three years, and answering this post from a tiny intenet cafe on a beach in Goa. You'll have to be patient until December. :)

The "Output UVs" option you are referring to is only there in a newer build to make Liquid also put out a copy of these "s" and "t" in "u" and "v". Some people use Liquid in combination with Pixar's MtoR and some Slim templates make explicit use of "u" and "v" whereas standard RenderMan texure functions use "s" and "t" or "st" (as e.g. paintedplastic which in term calls texture()) unless otherwise specified. These templates thus need "u" and "v" to be present in the RIB. If you only use Liquid, leave this option unchecked all the time as it increases RIB size and doesn't change anything for you.

If you got any questions or suggestions (particular regarding imrpvements to the wiki), you are welcome to contact me directly.


Cheers,

Moritz

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