shading multiple objects with one shader

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I'm working through the “Writing a VEX Shader for Houdini” tutorial written by Andy Nicholas. In the tutorial, he demonstrates how to drive a shader with an attribute. I created a geo node at the object level, jumped in, and created several spheres. I used an attribute called “wrap” to drive the shader and assigned a different value to this attribute for each sphere.

The spheres were then merged. When I rendered the spheres, they looked the same! However, when I render each sphere separately, they look different, which is the effect I was going for.

One solution to this conundrum is to create separate spheres at the object level. However, I was wondering if I can achieve the effect I want at the geometry level.

Attachments:
lightWrap_v02.hipnc (195.0 KB)

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How about partition the merged spheres , then add a material over ride to act on each piece ?

r
Edited by - Sept. 7, 2009 16:59:16
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I think it's because you're using a detail attribute, which is common for all the spheres after the merge.

It would work with a primitive/point attribute, or do what rob says above

eetu.
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