btw. the color of the transparent component is set to black, if i turn it to white, if still does not show the red of the emission component, but i can see that the backface is colored differently…but no red.
…edit, ok, it seems that the default strength for the emission is set to zero, if i change this to 1, the red color shows up. Is this the correct way to make backfacing materials, in this case make an emission cast only into one direction ?
Weird, it should all just work. This is what I can get:
Yes, something I need to fix still. Annoys me too
For the transparent BSDF to work (be completely transparent) you indeed have to set it to pure white. Any other color = tinted transparency.
Yes, backfacing or frontfacing, depending on what you put into Closure 1, what in Closure 2 For the Blend node (which is just another name for the Cycles mix closure node) if Fac is 1.0 it will be completely Closure 2, if it is 0.0 it will be completely Closure 1. If a face is viewed from the back the Geometry::Backfacing output will indeed be 1.0
It works with ground-plane, just not that well with the shadow-only version, because well - it is only catching shadows, not light! If you want to magical ground-plane, make sure it has a material.
When I get otherwise Rhino features working on CPU/CUDA rendering I’m sure we’ll make a jab at all those missing stuff as well. OpenCL isn’t the highest priority yet, unfortunately (I do have a Tahiti in my dev machine as well, but it isn’t my default render device)
@nathanletwory, please try to assign a texture to a shaders color slot as well. It fails to render the image over here properly when GH is used, i only get a distorted result with strange banding. This happens with GPU and CPU. Also i do not know how to make it use UV texture coordinates yet.
The image texture, how it should look like, is displayed in the lower left. The surface is using surface mapping, it does not change anything if i use “Generated” or change any mapping type. This also happens if i use any other image through GH nodes. The same image appears correctly when used through eg. a custom material but not with GH.
@clement, could you send me the 3dm and gh files? I get correct texture mapping myself, but maybe I’m missing something? Your setup looks correct. The wrong render result looks similar to the HDR loading problem for Environment textures.
Does texture mapping otherwise work correct in Raytraced with the Picture material?
@nathanletwory, it works alright using the picture shader. Attached are the files, you might reassign the path in the image component. grid.zip (135.1 KB)
btw. it would be helpful if we do not need to copy / paste the path into the image component. If i have a path in my clipboard, right click on the image component, then right click on the emty field, then choose “paste” from the context menu, the path is not pasted and the context menu closes. I have to click into the text field, then CTRL+V to get the image path inside that field. If i input an invalid path by hand, or press enter to early, Rhino 6 crashes.
A similar crash i get if i connect a regular color component to a color input. (The litle swatch instead of the large one you used in your demo videos).
I have a small fix for that crash and some others here locally. I’ll send it to you guys tomorrow.
Indeed it would be nice to have a better way to assign the image file path. I intend to add some sort of file dialog here instead, once I’m done with the shader conversions. Will have to figure out how to do that.
Correct, only the few original GH components as I mentioned in my post to you pre-alpha testers are currently supported as inputs: colour picker, number slider. I’m still working on the better shader conversions, so this isn’t the highest priority yet. I need to focus on the shader creation, not the code atm. It will be fixed at some point though.
@clement, if I open your file, it immediately crashes - probably because one of the viewports is set to raytraced and the GH as well as the image aren’t set up correctly for my machine yet…
But if I import your file, open the GH, reassign the path and connect UV from the TC component - everything works as intended. I get the plane painted with the image…
Again strange that it doesn’t for you!
Could you maybe reupload your Rhino file without the raytraced viewport?
@nathanletwory, some kind of open dialog would be amazing! Or maybe a second input for the filename that can be used with the filepath component (which already has the open dialog included (right click - set one file path))? Could be a bit more flexible…
I think this is another bug, if a path is wrong, which likely can happen, it should not crash. btw. +1 for just using the filepath component or adding some file opening mechanism to a custom image component.