I am having a difficult time with SHOP and VEX. I am not sure that I at all like the texturing tools. Either they are too simplistic, or their power is burried too deeply for a new user. Or I am too used to Maya and 3DS MAX way of doing things. Some basic things I am uable to figire out and they are not covered in eith Help PDF or Tutorial PDF. So I am asking for some help.
1. Why does neither VEX Supermaterial or VEX Texture operator NOT identify houdini PIC sequences as sequences? Only as individual files. Those same files ARE identified as sequences in COPs and when used as backround images. I tried placing $F after name so the format is name$F.pic. But still only 1st frame of sequence is used. How do I get to use file sequence as texture.
2. Supermaterial does not act very super. While it has many fields, they are limited to single file. How would, say, 5 color maps be mixed in diffuse color channell. Or is that done only in VEX?
3. How come VEX standard materials have no texture fields? Aside from Supermaterial. Is it becouse that VEX Standard materials are just simple examples and that real shaders for Mantra are created in VEX?
4. I am unable to use any built in shadow shaders. Adding any shadow shader to light, breaks Mantra. Basically Mantra does not launch.
5. I swear that I saw Hoiudini users doing rendered previews of shaders in VEX. Even using select regions, like in XSI and Maya. Where is that? Yet I am only able to see the OpenGL versions. Setting SHOP or VEX to high resolution display does not change this.
I am sure all this problems are due to my inexperience. But the major questions is. Is throrough knowledge of VEX , i.e. programming is required to create production materials. In Maya and MAX, I create decent materials with built in tools. I am afraid to admit my own mental limits, but I am unabke to comprehend the VEX Help tutorial.
David Rindner