How to make a Digital Asset with geometry+material+texture?

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For example, I have this simple geometry node with a material from /mat assigned:



Now I want to make it a digital asset. But how to deal with this material reference? According to the official doc [www.sidefx.com]:

If you start by implementing the subnetwork before turning it into an asset, make sure you use relative references in expressions so they will still be valid inside the asset. For example, use ch('../copy1') instead of ch('/obj/geo1/subnet1/copy1').

(When you try to turn a subnet into an asset, Houdini will warn you if you have references inside the subnet to nodes outside it, since they won’t work in an asset.)

I... don't get it. How to make /mat/cloth a relative reference?

And even if it's a relative reference, I'm not sure if that does what I want. I want the geometry and material to be packed into a single DA. Not a geometry DA referencing an external material, which needed to be imported separately. For example if my character has different materials/textures for hair, weapon, cloth, skin... I want a single DA made of ALL of them. No need to worry how to organize all the files.

Is it possible?

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Screenshot 2021-11-21 140146.png (66.3 KB)

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Check out the testgeometry digital assets, they do exactly that.
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jsmack
Check out the testgeometry digital assets, they do exactly that.

Thank you! For future reference:

https://www.sidefx.com/docs/houdini/ref/windows/optype#access_contents [www.sidefx.com]
https://www.sidefx.com/docs/houdini/assets/opdef.html#opdef [www.sidefx.com]
Edited by raincole - Nov. 21, 2021 21:46:41
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