RSL의 함수와 Houdini의 함수 대응관계
Houdini/VEX shader 2013. 1. 10. 04:04 |조금씩 정리해나가야지~!
// Shader name mappings
#define volume fog
// Type mappings
#define color vector
#define normal vector
#define point vector
#define hpoint vector4
// Storage mappings
#define uniform
#define varying
#define output export
RSL |
VEX |
VOP |
calculatenormal | computenormal | Shading Normal |
faceforward | frontface | Front Face |
mix or blend | lerp | Mix |
step(min, value) | ((value) > (min)) | / |
smoothstep | smooth | smooth |
round | rint | round |
spline | cspline | spline |
solar(xx, yy) | { L = -Lz } | / |
xcomp(aa) | (aa.x) | / |
ycomp(aa) | (aa.y) | / |
zcomp(aa) | (aa.z) | / |
cellnoise(aa) | random | random |
dPdu | (dPds/Du(s)) | / |
dPdv | (dPdt/Dv(t)) | / |
ptlined(vector, vector, vector) | ptlined(vector, vector, vector) | Distance Point To Line |
'Houdini > VEX shader' 카테고리의 다른 글
... (0) | 2013.01.10 |
---|---|
Ambient, Lambert, Specular Shader (0) | 2013.01.09 |
illuminance loop 함수 활용 (0) | 2013.01.08 |
RSL 을 vfl로... (0) | 2012.12.15 |
RSL을 vex로 바꾸어서 shader 만들기 (0) | 2012.12.13 |