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Solaris and Karma » Create AOV from Attribute
- polydreams
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Solaris and Karma » Create AOV from Attribute
- polydreams
- 6 posts
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Wondering if anyone knows how to create an AOV from an attribute that comes from sopcreate. I'm using renderman but would be curious for karma as well. Basically, the only way I know how to do this is through a material library with pxrprimvar/pxrattribute that outputs to pxrtee, and adding a rendervar for that named AOV. But the issue is that material needs to be applied for this to work. Instead, is there a way to grab the attribute straight from the geo or primitive, to be used as an AOV? Whether its Cd, mask, etc. or do AOVs simply need to be done through shading?
If it is only through shading maybe a 'dummy' material or something could be applied in a way that doesn't override existing materials and also has no need to edit multiple materials to get an overall effect on multiple geo that makes up a single object. Anyway, thanks for any help!
If it is only through shading maybe a 'dummy' material or something could be applied in a way that doesn't override existing materials and also has no need to edit multiple materials to get an overall effect on multiple geo that makes up a single object. Anyway, thanks for any help!
Solaris and Karma » Saving a subnetwork as HDA?
- polydreams
- 6 posts
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Yeah very cool, does seem to work. Missed the big note at top of docs for 20.0 update . Additionally if you right click 'Tab Menu Mask', can set 'Make current value Default' for custom additions. Works for in-project as far
Solaris and Karma » Saving a subnetwork as HDA?
- polydreams
- 6 posts
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Well not the best solution but slightly better/more concise than dragging to shelf
As shelf tool - downsides need to have node(s) selected, but okay if something messes up or need to version up
import hou cwd = hou.selectedItems()[0].parent() node = cwd.createNode('User::base_texture_mtl::1.0', 'base_texture_mtl') node.setGenericFlag(hou.nodeFlag.Material, True)
Solaris and Karma » Saving a subnetwork as HDA?
- polydreams
- 6 posts
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From inside the material library, is it possible to Save a custom Karma material builder or material subnet as a HDA. I created a HDA using karma material builder as a base and inside is just a mtlx setup, then saved it out as a HDA. But it doesn't show up on list anywhere. Is this possible to do, it worked okay in sop and stage context?
Technical Discussion » Renderstate function undefined
- polydreams
- 6 posts
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Trying to learn about VEX and certain aspects make it confusing to me. For example, when trying to use renderstate() it says the function is undefined. And after searching it seems thats related to 'contexts', and it should be in shading context. But am confused where/what that is.. Basically, is it possible to convert a node based VEX material, into just in VEX, using rayhit(), renderstate(), the global vars, and stuff like that? Thanks.
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