「Use texture sequence」の編集履歴(バックアップ)一覧はこちら
追加された行は緑色になります。
削除された行は赤色になります。
Basically, you can't use keyframe with MayaManCustomShader.
Instead, you have to use Expression.
#code(){{
//Maya expression
ColorMapNum = frame;
}}
And this is a part of Renderman shader.
If texture path is
C:\project\textureA.0001.tif
You can code like this.
#code(){{
TextureName = format("%s.%04d.%s", TextureName, TextureNum, TextureExt);
Color=color texture(TextureName, X, Y, "blur" ,Blur ,"fill" , -1, "alpha", Alpha);
}}
TextureName = "C:\project\textureA"
TextureNum will come from Maya's expression
TextureExt = "tif"
Basically, you can't use keyframe with MayaManCustomShader.
Instead, you have to use Expression.
#code(){{
//Maya expression
ColorMapNum = frame;
}}
And this is a part of Renderman shader.
If texture path is
C:\project\textureA.0001.tif
You can code like this.
#code(){{
TextureName = format("%s.%04d.%s", TextureName, TextureNum, TextureExt);
Color=color texture(TextureName, X, Y, "blur" ,Blur ,"fill" , -1, "alpha", Alpha);
}}
TextureName = "C:\project\textureA"
TextureNum will come from Maya's expression
TextureExt = "tif"
I defined texture offset as attribute, and coded like
#code(){{
TextureNum += TextureOffset;
}}
But this one couldn't work at frame 1.
I couldn't solve this issue.
So I added offset value in Maya's expression instead.