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Access Vertex ID in ASE

PostPosted: Tue Jul 18, 2017 3:41 pm
by Tom_LeFx
Hi,

at the moment I'm melting my brain to get a solution going for a scale effect of my mesh. I came up with the idea to generate the centerpoints of polys and save them as a custom texture (each pixel represents a vertex, sorted by ID)

To sample this texture in ASE, i would need to have the Vertex ID property available to figure out, which pixel i would need to gather my information from.

As of right now, there is no way for me to do that.....or am i missing something?`

Re: Access Vertex ID in ASE

PostPosted: Tue Jul 18, 2017 4:59 pm
by Ricardo Teixeira
Tom_LeFx wrote:Hi,

at the moment I'm melting my brain to get a solution going for a scale effect of my mesh. I came up with the idea to generate the centerpoints of polys and save them as a custom texture (each pixel represents a vertex, sorted by ID)

To sample this texture in ASE, i would need to have the Vertex ID property available to figure out, which pixel i would need to gather my information from.

As of right now, there is no way for me to do that.....or am i missing something?`


Hello,

Thank you for getting in touch, we would be happy to help. Unfortunately, it's not possible to access the ID at the moment, we can't access the required information with Surface Shaders. Keep an eye out for the upcoming major ASE update regarding shader output customization, it's going to be possible to access the required Vertex ID information.

We'll be sure to keep you posted.

Thanks!

Re: Access Vertex ID in ASE

PostPosted: Wed Jul 19, 2017 8:27 am
by Tom_LeFx
Hi Ricardo

Thanks for getting back to me about that. I - fortunately - found a solution for my problem for now, in that i encode my information as vertex colors...

I'm still looking forward to the upcoming update (i believe i saw some of it at your booth at Unite) because it would be great to have a way to inject more custom shader code while still not having to sacrifice the node based control

Re: Access Vertex ID in ASE

PostPosted: Wed Jul 19, 2017 9:40 am
by Ricardo Teixeira
Tom_LeFx wrote:Hi Ricardo

Thanks for getting back to me about that. I - fortunately - found a solution for my problem for now, in that i encode my information as vertex colors...
I'm still looking forward to the upcoming update (i believe i saw some of it at your booth at Unite) because it would be great to have a way to inject more custom shader code while still not having to sacrifice the node based control


Hello,

That's great, happy to know that you found a workaround. Indeed, we were showing a small preview of the upcoming update, it's almost ready for release ;)

I will keep you posted on any related updates.

Thanks!