Is there any tutorial or information on how to transfer a attribute created in SOP's with “Attribute Create” to a shader?
Because obviously Im doing something very wrong And cant really find the info im looking for.
/M
Attribute's and Shaders ?
4121 8 2- MagnusL3D
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- jason_iversen
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Make an attribute (usually a Point attrib, but others will work) with the same name as the shader parameter. Eg. “rough” will override Roughness on the VEX Metal SHOP.
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]
- keyframe
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It's actually a lot simpler then is sounds.
If you create a float point attribute called “neener” on your geo, all you need to do is create a float attribute called “neener” on your shading network, and they will bind correctly. You RMB on an input, and select “Create Parameter”.
Watch your signatures though – float, vectors, etc…
G
If you create a float point attribute called “neener” on your geo, all you need to do is create a float attribute called “neener” on your shading network, and they will bind correctly. You RMB on an input, and select “Create Parameter”.
Watch your signatures though – float, vectors, etc…
G
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- Allegro
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http://www.sidefx.com/index.php?option=com_content&task=view&id=1500&Itemid=132 [sidefx.com]
I'm pretty sure there was an example of this in video 12 if not earlier in the series.
I'm pretty sure there was an example of this in video 12 if not earlier in the series.
Stephen Tucker
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