HammerChugoh 寫:nice to see technical stuff on this forum :>
And for DD, they are hiring like crazy now as most of their top people left to imageworks and other houses.... even Alan Kapler is no longer there.
Wolf 寫:OK, I'm going to explain this another way. Try this (it's fun, trust me):
1. Create a plane facing z direction, and two locators. Pull apart the locators in x until they're about 2 units away from each other.
2. Assign a surface shader to the plane and create a sampler info node.
3. Now, here's the fun part: Pick the surface shader and open the expression editor. Type in
$r1 = hypot(samplerInfo1.pointWorldX-locator1.translateX,
samplerInfo1.pointWorldY-locator1.translateY);
$r2 = hypot(samplerInfo1.pointWorldX-locator2.translateX,
samplerInfo1.pointWorldY-locator2.translateY);
$i1 = max(0,pow(1-pow($r1/2,2),3));
$i2 = max(0,pow(1-pow($r2/2,2),3));
$i = $i1 + $i2;
surfaceShader1.outColorR = $i < 0.6 ? 1 : 0;
4. Now render. Try pulling the locators closer together and see them merge!
HammerChugoh 寫:nice to see technical stuff on this forum :>
And for DD, they are hiring like crazy now as most of their top people left to imageworks and other houses.... even Alan Kapler is no longer there.
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