algorithmic modeling for Rhino
Hi guys.
I am trying to use definition by Marc Syp (http://www.grasshopper3d.com/forum/topics/how-to-add-materials-to-m...) which uses Giulio Piacentino's RenderAnimation component.
What I am trying to do is using RenderAnimation component, I want to render animation with Vray Toon material, with colour.
I have Marc Syp's definition and used his C# components to do so, but since I have no knowledge in scripting, couldn't get it done.
Problem I am having is that the Vray Toon material, even though I have managed to import into grasshopper, the render result does not shows toon effect.
I am using Rhino 4 and Vray 1.5.
I have attached my GH definition and it's screenshot.
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Maybe you read my post regarding Marc's original post... Let me just summarize what I do know about Plug-in materials (definitely true for Maxwell render, probably the same for VRay):
Plugins typically handle materials in their own separate way. In order to not break the Rhino viewport, they create a complementary Rhino material with similar color and texture. The Rhino material gets additional data referencing the original material from the plugin database. Once you render, everythin except this reference will be ignored. If you change something in the plugin material, the Rhino material will be updated to reflect the changes.
The Rhino stand-in and the plugin material are not actively connected and do update only in one direction: from plugin to Rhino. Any change in the Rhino material will be completely ignored by the plugin. All that counts is the name of the referenced material.
While Maxwell render (unofficially) exposes some methods to tap into its material database, Vray does not. So... no way to modify or create VRay materials in Grasshopper as of yet.
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