Houdini/VEX shader

RSL을 vex로 바꾸어서 shader 만들기

scii 2012. 12. 13. 03:46

#include "rmannotes.sl"

surface crosstile()
{
  color surface_color, layer_color;
  color surface_opac, layer_opac;
  float fuzz = 0.05;

  /* background layer */

  surface_color = Cs;
  surface_opac = Os;

  /* vertical bar layer */

  layer_color = color (0.1, 0.5, 0.1);
  layer_opac = pulse(0.35, 0.65, fuzz, s);
  surface_color = blend(surface_color, layer_color, layer_opac);

  /* horizontal bar layer */

  layer_color = color (0.1, 0.1, 0.3);
  layer_opac = pulse(0.35, 0.65, fuzz, t);
  surface_color = blend(surface_color, layer_color, layer_opac);

  /* output */

  Oi = surface_opac;
  Ci = surface_opac * surface_color;
}


위의 RSL 쉐이딩을 이렇게..하였다... 둘 다 C언어 기반이라 그런지 똑같다. 함수만 다를 뿐..



결과물