ShaderFX render targets (using custom camera)

ShaderFX render targets (using custom camera)

Anonymous
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ShaderFX render targets (using custom camera)

Anonymous
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Hi,

 

I have been working on a a tool that allows you to build heightmaps/textures through using render targets.

The idea behind it is to use a topdown camera to capture the depth and color buffer and feed it to a shader (tessellated shader) that does the compositing of those render targets.

 

I have managed to make it work in Unreal Engine and in Houdini through a different method.

 

Houdini engine prototype:

The downside of this method is that Houdini needs to output geometry back to Maya every time you do a change.

It tends to get slow if the output geometry has a high polygon count.

 

 

Unreal Engine shader method :

The method I would like to get working in Maya. Uses a camera which renders to texture the Depth and color buffers and feeds them back to a tessellation shader.

The final output is saved to disk.

 

 

Now I'm trying to redo this method in Maya through ShaderFX and I happen to stumble on a blog post on Shaderfx's website which shows how to make use of render target in Maya :

http://www.shaderfx.com/2014/11/setting-up-render-target-can-be-tricky.html#comment-form

 

 I have been trying to figure out if it is possible to use a different camera (other than the perspective camera)to capture the depth and color buffer in ShaderFX without much success.

The idea is to simply tell the shader to use a custom camera and render to texture what it sees in real time.

 

I would really appreciate If anyone can share an idea or a direction on how to accomplish this.

 

Thanks,

 

Amir

 

 

 

 

 

 

 

 

 

 

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