triangle.vfl

/* Name : triangle.vfl * Modifed By : 정현준 * Shader 소개 : 삼각형 패턴 shader 입니다. */#pragma label enlarge "Enlarge View"#pragma label spread "Spread Intensity"#pragma label trignleColor "Triangle Color"#pragma label bgColor "Back Ground Color"#pragma label shape "Triangle Shpae"#pragma hint bgColor color#pragma hint trignleColor color#define segment 1.732...
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star.vfl

/* Name : star.vfl * Modifed By : 정현준 * Shader 소개 : 별모양 패턴 shader 입니다. */#include <math.h>#pragma label starNum NumberStarPoints#pragma label transX TransformU#pragma label transY TransformV#pragma label min InnterSize#pragma label max OuterSize#pragma label rotAngle RotateStar#pragma label RepeatS RepeatU#pragma label RepeatT RepeatV#pragma ...
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Recent Comments
admin
와 대단하십니다. 별 소스는 직접 만드신거예요?? 저는 책에서 보고 만들어봤었습니다. ㅎㅎ
Tuesday, 07 June 2016 10:52
faxingberlin
감사합니다 ㅎㅎ
Tuesday, 14 June 2016 12:29
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dottet.vfl

/* * Shader Info : edge에 circle을 그려주는 shader 입니다. (uv필요) * Modified by : 정현준 */#pragma label uv "UV Coordinates"#pragma hint uv hidden#pragma hint uv vector#pragma label dotnum "Number of dots"#pragma range dotnum 0 10#pragma label dotsize "Dot size"#pragma range dotsize 0 1#pragma label edgecolor "Edge Color"#pragma hint edgecolor color#pragma lab...
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amber.vfl

/* * Shader Info : 호박(琥珀:광물) shader 입니다. * Modifed By : 정현준 */#pragma hint center_color00 color#pragma hint center_color01 color#pragma hint edge_color00 color#pragma hint edge_color01 color#include <prman.h>//snoise 함수입니다.#define snoise(x) (noise(x) * 2 - 1)// MINFILTERWIDTH 정의#define MINFILTERWIDTH 1e-7//해당 값의 제곱근을 구해서, MINFITLERWIDTH와 비교해서...
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toon.vfl

/* * Shader Info : 카툰 shader 입니다. */#include <math.h>#include <shading.h>// label pragma#pragma label baseclr1 "Base Color1"#pragma label baseclr2 "Base Color2"#pragma label specclr "Spec Color"#pragma label bline_clr "Black line"#pragma label spec_rate "Spec rate"#pragma label dark_rate "Dark rate"#pragma label bline_rate "BLine rate"/...
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VEX
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Happy Rendering with VEX에서 필요한 Header File

​Happy Rendering With VEX 에서 필요한 Header File 입니다. 가장 필수적으로 필요한 것은 vexnotes.h 이고 일부만 STREE_math.h, STREE_feathery.h 가필요한데 시작할 때 같이 추가하거나 참고하시면 좋을 것 같습니다. 소스코드와  첨부파일로 Header File같이 올립니다. 추가경로 : $HOME\Houdini VERSION\houdini\vex\include zip File Name: HappyRendering_Headers.zip File Size: 2 kb Download File ​vexnotes.h /* * P...
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Tags:
VEX
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speckles.vfl

/* Name : speckles.vfl * * Produced By : Keita Maeda * Modifed By : 정현준 * Shader 소개 : 작은반점들이 혼합된 shader입니다. */// PRAGMA SECTION //#pragma label startColor ""#pragma hint startColor color#pragma label color2 ""#pragma hint color2 color#pragma label color3 ""#pragma hint color3 color#pragma label color4 ""#pragma hint color4 color#pragma label color5...
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lizard.vfl

/* Name : lizard.vfl * * Produced By : Keita Maeda * Modifed By : 정현준 * Shader 소개 : 도마뱀 무늬를 가진 shader입니다. */// PRAGMA// global-header#include "math.h"#include "prman.h"#include "shading.h"#include "pop.h"#include "STREE_math.h"// main-opensurface lizard(){ // main-header float lizard_6_OUT; vector plastic_1_OF; vector plastic_1_CF; // main-body // ...
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granite_raw.vfl

/* Name : granite_raw.vfl * * Produced By : Liza Keith -- This email address is being protected from spambots. You need JavaScript enabled to view it. * G R A N I T E ( P O L I S H E D ) * (c) Copyright 1996 Cinema Graphics, Inc. * * Modifed By : 정현준 * * Shader 소개 : 얼룩덜룩한 반점들이 있는 거친느낌의 shader입니다. * * 변수에 대한 설명 * Ka, Kd, Ks - the coefficients to the ambient, * diffuse and specular functions, repectively * roughness - the e...
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granite_polished.vfl

/* Name : granite_polished.vfl * * Produced By : Liza Keith This email address is being protected from spambots. You need JavaScript enabled to view it. * G R A N I T E ( P O L I S H E D ) * (c) Copyright 1996 Cinema Graphics, Inc. * * Modifed By : 정현준 * * Shader 소개 : 얼룩덜룩한 반점들이 있는 윤기가 나는 shader입니다. * * 변수에 대한 설명 * Ka, Kd, Ks - the coefficients to the ambient, * diffuse and specular functions, repectively * roughness - t...
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