script (MEL) |
Only available in MEL |
textureDisplacePlane |
In categories: Rendering |
Go to: Synopsis. Return value. MEL examples.
textureDisplacePlane resolution textureName
This mel procedure creates a poly plane with an expression to offset the uvs based
on an input surface texture or oceanShader node. The input texture may be modified
and the plane will interactively update. The generated expression provides
an example of how one could use the colorAtPoint command to create a
displacement mapping effect. Note that for
preview uses the heightField node is more efficient for this general task,
although it does not modify geometry that can be rendered or output.
If one uses this for an ocean shader, the mapping is determined by the
position of the plane, such that translating the plane moves it over the
stationary ocean displacement. For surface textures the mapping is the same
as the texture swatch( uv 0-1).
If the defined resolution is greater than 20 the expression uses setAttr
calls to update the points on the polyset. Otherwise direct node
connections are created from the expression to each cv, which plays back faster
but takes longer to set up the expression.
None
Arguments
Variable Name |
Variable Type |
Description |
| | None.
|
// Create a noise texture
createRenderNodeCB -as2DTexture "" noise "";
// Result: noise1 //
textureDisplacePlane 10 noise1;
// Creates 10x10 poly plane with noise displacement expression //