There are no Matrix 4x4 attributes in shader nodes
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m
macone_orion
28 Aug 2024
6 Comments
l
luigitko
this would be nice. matrices already have a tiny amount of support in shader nodes (using the object socket of the texture coordinate node will effectively give you the chosen object's transformation matrix) so more support, even if just by attributes, would be nice
c
clankill3r
I think people that are not familiar with matrices shouldn't vote :)
I can imagine supporting 4x4 Matrices in the shader nodes could poptentially be even more usefull now since the Ray Portal BSDF is added.
b
bestelix
Maybe you can give a little more detail as not everybody is familiar with this matrix attributes.
z
zuorion
Its more for advanced users to simplify various transformations. This is how blender and other programs handle transforms (position, rotation, scale) under the hood.
1
b
bestelix
Thanks, I know and I just call it transform. I just felt the proposal is a bit cryptic especially in context of a new feature. We usually upvote feature proposals that are not currently our routine but might become with the next project, that is if we can make sense of them.
m
macone_orionAuthor
Since 4.2 you can write matrix 4x4 attributes but can not write access them in the shader, bools, floats, color and vec3 are accessible, in OpenGL it is possible to send float4x4 (what matrix actually is)to the fragment shader so its not insane work to find a way to make it accessible in shaders.
6 Comments
this would be nice. matrices already have a tiny amount of support in shader nodes (using the object socket of the texture coordinate node will effectively give you the chosen object's transformation matrix) so more support, even if just by attributes, would be nice
I think people that are not familiar with matrices shouldn't vote :)
I can imagine supporting 4x4 Matrices in the shader nodes could poptentially be even more usefull now since the Ray Portal BSDF is added.
Maybe you can give a little more detail as not everybody is familiar with this matrix attributes.
Its more for advanced users to simplify various transformations. This is how blender and other programs handle transforms (position, rotation, scale) under the hood.
Thanks, I know and I just call it transform. I just felt the proposal is a bit cryptic especially in context of a new feature. We usually upvote feature proposals that are not currently our routine but might become with the next project, that is if we can make sense of them.
Since 4.2 you can write matrix 4x4 attributes but can not write access them in the shader, bools, floats, color and vec3 are accessible, in OpenGL it is possible to send float4x4 (what matrix actually is)to the fragment shader so its not insane work to find a way to make it accessible in shaders.