Possible to use a copy stamp value inside a COP network?
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- Anti-Distinctlyminty
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Hi all,
My basic problem is this: I have a single image made up of many squares (it's a UV check image currently) and I have a bunch of objects that have been copied. With all of these copied objects, I want one of these many squares to show on the material.
I'm trying to do this by using a COP network inside the SOP network and to use the copy stamped point number (called pt_num in my file), but it just doesn't work.
Any ideas how I go about doing this?
My basic problem is this: I have a single image made up of many squares (it's a UV check image currently) and I have a bunch of objects that have been copied. With all of these copied objects, I want one of these many squares to show on the material.
I'm trying to do this by using a COP network inside the SOP network and to use the copy stamped point number (called pt_num in my file), but it just doesn't work.
Any ideas how I go about doing this?
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- Anti-Distinctlyminty
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- Sadjad Rabiee
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- Anti-Distinctlyminty
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That was what I initially tried, but I just couldn't seem to get the result I wanted.
I've attached another version of the scene showing my problem with this method, but maybe you can find a way around it?
The problem is, I only want one of the tiles to show at the top of each totem, not the whole front face as is currently shown. Is there a way to crop the projection so it only effects one part of a face?
I've attached another version of the scene showing my problem with this method, but maybe you can find a way around it?
The problem is, I only want one of the tiles to show at the top of each totem, not the whole front face as is currently shown. Is there a way to crop the projection so it only effects one part of a face?
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- Sadjad Rabiee
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- Sadjad Rabiee
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- Anti-Distinctlyminty
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Hi Joker,
I've uploaded the image.
What you have done is similar to what I'm after, but I wanted the image on the front face of each box (totem), pointing outwards. But I only want to show a single square from the image, placed at the top. Unfortunately, the image will cover the entire front face, which is not what I'm after. Reload the v003 file with the image attached for the material and you should see what I mean.
Also, I just want to say thank you for your help. If it weren't for people like you I'd be totally stuck.
I've uploaded the image.
What you have done is similar to what I'm after, but I wanted the image on the front face of each box (totem), pointing outwards. But I only want to show a single square from the image, placed at the top. Unfortunately, the image will cover the entire front face, which is not what I'm after. Reload the v003 file with the image attached for the material and you should see what I mean.
Also, I just want to say thank you for your help. If it weren't for people like you I'd be totally stuck.
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- Anti-Distinctlyminty
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What I'm currently thinking is that I should layer two materials, so that the rest of the image that I don't want to show is obscured.
However, I cannot find a way to layer materials. All the examples refer to a layered material that doesn't seem to be available any more, or is deprecated. If so, how do I layer materials in H12?
However, I cannot find a way to layer materials. All the examples refer to a layered material that doesn't seem to be available any more, or is deprecated. If so, how do I layer materials in H12?
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- Sadjad Rabiee
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- Anti-Distinctlyminty
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Thanks for the reply Joker.
I'm used to using other packages where layering images is a task that is done so often, that there are tools to do this natively. I see that in Houdini, you can do almost anything, but it seems to take a lot more work than I'm used to
Anyway, following on from your example, I tried to use a COP network to procedurally create the mask (as it depends on some variables).
However, the renderer just refuses to load the result of the COP network, just saying
mantra: Unable to load texture ‘op
’
I've tried many variations of the op syntax, but nothing works.
I'm used to using other packages where layering images is a task that is done so often, that there are tools to do this natively. I see that in Houdini, you can do almost anything, but it seems to take a lot more work than I'm used to

Anyway, following on from your example, I tried to use a COP network to procedurally create the mask (as it depends on some variables).
However, the renderer just refuses to load the result of the COP network, just saying
mantra: Unable to load texture ‘op

I've tried many variations of the op syntax, but nothing works.
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- Sadjad Rabiee
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- Anti-Distinctlyminty
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I'm sorry, I still can't get it to work 
Could you send a hip file? If I promote a parameter, it just generates an input that is still in the VEX network.
Also, why doesn't this work inside a VEX network? Even if I open the UV_2048.png image using the file chooser, I get the same error. It wont load any images at all.
mantra: Unable to load texture ‘$HIP/images/UV_2048.png’
It's the same if I manually type in the absolute path.
Edit: I managed to promote the cmap, but again I just get this
mantra: Unable to load texture ‘op
’
Another edit: I think I got the image to apply…but it's not doing what I expect. Watch this space…

Could you send a hip file? If I promote a parameter, it just generates an input that is still in the VEX network.
Also, why doesn't this work inside a VEX network? Even if I open the UV_2048.png image using the file chooser, I get the same error. It wont load any images at all.
mantra: Unable to load texture ‘$HIP/images/UV_2048.png’
It's the same if I manually type in the absolute path.
Edit: I managed to promote the cmap, but again I just get this
mantra: Unable to load texture ‘op

Another edit: I think I got the image to apply…but it's not doing what I expect. Watch this space…
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- Sadjad Rabiee
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Ok ,I think it's better that I make your project ,my friend
In your project you need 2 different UV set. First for ColorMap and second for Mask !
You can do it with Layers (Check Attached File's sticky notes).
In the VEX network you can just use simple image path (like : $HIP/texture/map1.pic) and you can't use expression path like op:…. or sequence textures like $HIP/texture/map$F.pic , for these you shoud Promote your Parameters in the outside of the VEX builder !
I fix your problem about Mask and Color Map.
Also you can fix another problems like boarder color with your self 8)
I hope this file will help you my friend

In your project you need 2 different UV set. First for ColorMap and second for Mask !
You can do it with Layers (Check Attached File's sticky notes).
In the VEX network you can just use simple image path (like : $HIP/texture/map1.pic) and you can't use expression path like op:…. or sequence textures like $HIP/texture/map$F.pic , for these you shoud Promote your Parameters in the outside of the VEX builder !
I fix your problem about Mask and Color Map.
Also you can fix another problems like boarder color with your self 8)
I hope this file will help you my friend

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- Anti-Distinctlyminty
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