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ImplicitField : shader and primitive variable
Having implemented the Eval() function in the ImplicitField, I am getting some renders happening.
How does an RiBlobby ImplicitField shader look like if I need to pass the Eval() value to the shader to shade e.g. I am evaluating some temperature data and using it to shade a fire effects ?
I am trying with simple surface shader like plastic and I only get the alpha channel.