UV's are a Vector4 so that 3D texture volumes can be supported. They're not currently but it seemed prudent to not design in a limiting factor to the uv attribute. It also matches OpenGL.
Just set Z to 0, it should be ignored by the current shading system. fwiw the ordering of the vector is defined in the Vector4.h header file - x,y,z,w. -jonathan On Feb 27, 2012, at 2:16 AM, Julik Tarkhanov wrote: > So I've gotten to writing a UV manipulator node, and so far whipped something > up real quick based on a mix of LogGeo and UVProject. > Seems to be working, however there is something I don't really get with > regards to attribute storage. > > Currently I have to manipulate copied UVs with Vector4 attributes, like so > > https://gist.github.com/3d6a6997a14110f92ed5 > > and once I copy the data from the vector into itself using set() I have to > feed in all the 4 values. What perplexes me > is why there is 4 of them? I can understand the UV are the two dimensions, > then there's W, but what is Z? And what is the ordering > of the values in the vector? The documentation is almost silent on that. > > I can retreive the atribute as Vector2 but the manipulation creates a really > weird result visually, as if I am missing dimensions. > > Would appreciate if someone could explain that. UVTile from Jonathan is not > really the best example since it works in shader space. > > -- > Julik Tarkhanov | HecticElectric | Keizersgracht 736 1017 EX > Amsterdam | The Netherlands | tel. +31 20 330 8250 > cel. +31 61 145 06 36 | http://hecticelectric.nl > > > > > > _______________________________________________ > Nuke-dev mailing list > [email protected], http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-dev
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