Search found 33 matches

by TVM Cracklings
04 Dec 2015, 09:00
Forum: Feature Requests
Topic: Expose value: default name
Replies: 3
Views: 3416

Re: Expose value: default name

I would think something like the systematic variable path in Houdini would be great, like e.g. (nodeName/tabName/)varName. Kind of a cool idea. Would really help organizing stuff.
by TVM Cracklings
04 Dec 2015, 08:04
Forum: Bug Reports
Topic: [Shader] Unexpected behavior with SasUiMin/Max
Replies: 0
Views: 2770

[Shader] Unexpected behavior with SasUiMin/Max

Accidentally hit this bug. Reproduction steps: type in int _1<float SasUiMin = 1; float SasUiMax = 4;> = 1; somewhere reasonable. Press Update. A parameter called [Parameters]/..._1 should appear in properties GUI. Now drag the bar. This seems to be caused by a type mismatch between variable _1 and ...
by TVM Cracklings
19 Nov 2015, 03:13
Forum: Bug Reports
Topic: TTF Font Metrics Error
Replies: 6
Views: 4696

Re: TTF Font Metrics Error

Hi Joe,

The scene on Win10 Pro & V4.07.00 doesn't seem to be buggy as you described either.

I can only assume it's your specific installation that's being problematic.

Cheers
-C
by TVM Cracklings
11 Nov 2015, 09:39
Forum: Bug Reports
Topic: Config dGPU not listed for Surface Book
Replies: 5
Views: 4383

Re: Config dGPU not listed for Surface Book

Smells like a power saving config or a malfunctioning driver >.>
by TVM Cracklings
09 Nov 2015, 16:35
Forum: How to...
Topic: Mesh and vertex buffer
Replies: 18
Views: 6100

Re: Mesh and vertex buffer

Hi there, TL;DR: Nope, not this way either. If you look at the code of the default vertex shader, there is a variable named "Position" with the semantic "POSITION". You can see this as the variables of a function, whereas everything else that comes within this struct (in case of the default shader, ...
by TVM Cracklings
05 Nov 2015, 15:37
Forum: How to...
Topic: [Shader] Querying textures in Hierarchy
Replies: 4
Views: 1562

Re: [Shader] Querying textures in Hierarchy

Alright. Thought there might be a cleaner way to do it. Thanks!
by TVM Cracklings
05 Nov 2015, 11:43
Forum: How to...
Topic: [Shader] Querying textures in Hierarchy
Replies: 4
Views: 1562

Re: [Shader] Querying textures in Hierarchy

Thx rou, you're awesome! Although, if I multiply my vertex UV with the mapping matrix, the 3rd row of the matrix simply gets lost, since the UV coord is only a float2. Is there a similar way to take the translation part into account in UV coord processing, just like you do when you multiply the 4x4 ...
by TVM Cracklings
05 Nov 2015, 07:27
Forum: How to...
Topic: Mesh and vertex buffer
Replies: 18
Views: 6100

Re: Mesh and vertex buffer

Not sure whether I got you right. If you want to reuse a mesh multiple times, then no, there's no way to do that in a Shader node, since that's not a job of a dx9 Shader. I can imagine though that there's some shady cheats going on in some of the more complicated plugins by GT or 2R. :D So again, in...
by TVM Cracklings
05 Nov 2015, 04:42
Forum: How to...
Topic: [Shader] Querying textures in Hierarchy
Replies: 4
Views: 1562

[Shader] Querying textures in Hierarchy

Hi there. 1. How do I actually get textures themselves in a certain order in the Hierarchy window? There's some Sas bindings about texture infos in the documentation (e.g. Ventuz.Textures[*].Mapping), but I didn't find anything related to the textures themselves. So my question is: In the HLSL node,...
by TVM Cracklings
01 Nov 2015, 12:11
Forum: General Discussion
Topic: looking for gamer laptop with touchscreen ...
Replies: 16
Views: 6136

Re: looking for gamer laptop with touchscreen ...

http://www.razerzone.com/gaming-systems/razer-blade this is what I use, and I really like it. -E But can this laptop run any kind of Ventuz graphics? When I tried to run my 'Protoplanetary disc' presentation on my friends' laptops, framerate dropped practically to zero (yes, we switched it's graphi...