[H16] Instance Volumetric

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Hello everyone!

In H16 with a new system of materials, volumetric instance ceased to function normally. Override material parameters at the geometry level do not work.
How now to work with this in the new version?

Attached 2 scenes as it was in H15 and now it's in H16.
Software: H15.5.715
H16.0.537

Thanks!
Edited by alexwheezy - March 8, 2017 01:22:18

Attachments:
volume_instance_h15.hipnc (250.9 KB)
volume_instance_h16.hipnc (202.3 KB)

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The overridden material attribute needs to have a parameter to bind to, since the assigned material is an auto material. You can do this by promoting the ‘densityscale’ value on the volumeshadercore. Nevertheless, this doesn't work, and I would suspect that it is a bug. To work around the bug you must encapsulate the the material within a proper material builder VOP. The network editor edit menu has the option to collapse selected nodes into a material builder.

PS: you don't need to set shadow scale to the same value as density scale, this was only needed prior to houdini 13. The density for shadow rays is the product: density * shadowdensityscale * densityscale.

Edit:
attached an example using the packed primitive workflow, which simplifies the material overrides using renderstate instead.
Edited by jsmack - March 8, 2017 02:55:00

Attachments:
volume_instance_materialbuilder_h16.zip (40.6 KB)
volume_packed_h16.zip (35.1 KB)

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jsmack
The overridden material attribute needs to have a parameter to bind to, since the assigned material is an auto material. You can do this by promoting the ‘densityscale’ value on the volumeshadercore. Nevertheless, this doesn't work, and I would suspect that it is a bug. To work around the bug you must encapsulate the the material within a proper material builder VOP. The network editor edit menu has the option to collapse selected nodes into a material builder.

PS: you don't need to set shadow scale to the same value as density scale, this was only needed prior to houdini 13. The density for shadow rays is the product: density * shadowdensityscale * densityscale.

Excellent! Thank you, I've just come to the same conclusion about 10-15 minutes ago that it's necessary to make the material from shaders so that it works.
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