The way Vex interpets t and s is somewhat different from RSL. Once you have converted your shader you may need to change your expressions to compensate. In most cases subtracting s and t from 1 will remedy this. Also, the way a shader previews, may be reversed. You may need to convert the shader into a VOP node and then do a V = 1 - V function to fix this.
All Vex surface shaders should end with value being assigned to Cf (color), Of (Opacity), and Af (alpha.)
When assigning #pragma labels for your parameters, remember to that labels may not have spaces.
To get color pickers in color parameters, you will need to create #pragma hints for colors.
Vector4 may be used instead of vector for colors. This will give those colors declarable alpha channels. |