Hi
attached is a very simple scene of a sphere with a materialX standard surface shader. The diffusecolor should be driven by primvars on the object if those primvars exist - if not it should use the fallback color.
However this doesn't seem to work, no matter what I enter in "fallback", the outcome is always black. Am I doing something wrong?
Cheers,
M
materialX fallback value not working
1107 1 0- marcosimonrbl
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- jason_iversen
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Are you on the release build? Try a fresh daily build as I saw this appear in the Changelogs [www.sidefx.com]
Jason Iversen, Technology Supervisor & FX Pipeline/R+D Lead @ Weta FX
also, http://www.odforce.net [www.odforce.net]
also, http://www.odforce.net [www.odforce.net]
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