xXchrizzoXx How can I link the output from a COP2 network to a texture map in a normal mantra-material in Houdini 15.5.480 ? The method with the “op:`opfullpath('..')`”-function doesen't seems to work in this version.
Comparing to Maya's Hypershade, where you have all these nodes for adjusting a texture's HSV (Hue Saturation and Value), levels, gamma, curves, brightness and contrast etc.
Does Houdini have any equivalents in the /mat context?
I see all the nodes in /img, but does that mean I will have to leave /mat and adjust my textures in /img or is there a way to keep things inside the /mat context?
—
Or is the correct/intended workflow that you work with your textures over in /img and then bring them into your shader via op:img/img1/null1"?
Using the layer node allows you to add UV sets to a geometry, that you later than pull in using the shading layer parameter node. This should work not just for UVs but also for colours and alpha channel values.
I have a layered shader, where say the material inputs have a UV scale of x20 for example, and the masks between the different layers have a UV scale of x1.
In Maya, you could simply adjust that on the UV node attached to the texture maps.
I am a texture artist/3D generalist eagerly diving into Houdini for the first time (while using it in a production, as it happens).
My question:
So I have a piece of terrain generated by the new Height Field nodes (see attached image). Lovely. What I want, is for the mask data (the red in the 3D viewport is an example of one of the masks based on height) to drive the shader live, not through a static exported image file. As I see this problem, how do I cross that divide (from the SOP (I guess) world to the SHOP (or is it VOP) world?
One suggestion I have received was to use the Attribute Promote node, to sort of flag the data I want on the geometry side, and using a Bind node on the shader side to bring that data into the shader. In reality I haven't managed to make it work. There are around 18 different attributes on the bottom most nodes - which one to flag? Is it a data conversion type problem perhaps (trying to fit a round peg into a square hole)? Or do I need to bake the HeightField into actual geometry first perhaps? Or am I looking at this the wrong way around?