Best method for passing a random point value to instance shaders?

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I'd like to assign a random float value that exists on my scattered point cloud to the shader on the attached packed instances and drive it at render time. I've tried binds and parameter nodes but no luck. I know I'm missing something obvious.

Using packed prim color works on the principled shader so data is getting passed and my random float attrib is assigned.
Edited by Simon van de Lagemaat2 - Feb. 25, 2017 02:09:16
Simon van de Lagemaat
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http://www.sidefx.com/docs/houdini/vex/functions/renderstate#packed-primitives [sidefx.com]
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edward
http://www.sidefx.com/docs/houdini/vex/functions/renderstate#packed-primitives [sidefx.com]

Thanks and sorry for the late reply!

Managed to find the render state NODE which the docs don't really point you towards. It works now.

IMO this entire scattering workflow could use some real TLC. These types of weird blind spots are absolutely destructive to people trying to learn the package.

EDIT: to add to my frustration I had to find out from someone at work that a lot of this wasn't working because I hadn't set ‘declare materials’ to ‘save all materials’ in the mantra rop. Another odd setting that's buried away yet crucial to the proxy/deferred workflow.
Edited by Simon van de Lagemaat2 - March 2, 2017 19:50:30
Simon van de Lagemaat
owner the Embassy VFX
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