My goal is to be able to apply existing texture maps (albedo, translucency, etc) to the resulting outline of a Trace SOP.
First question of course - is this possible? Although I can see the results of my trace in my Scene view, does this mean it can be treated like regular geometry?
I have imported an image in a COP network and then simply reference this using a Trace SOP and adjusted settings until I get the required outline.
I then apply materials to the parent Geo node, add lights and camera. But although it is clearly visible in my Scene view, no matter what I try, the outlined object does NOT render.
What am I missing? Subdivide, UV, Normals, other?
Using Texture SOP to create geometry with materials
4097 3 1- art3mis
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- Enivob
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You will need UVs in any 3D program if you want to apply an image to a mesh.
Drop down a UVTexture node right after the Trace. Then materials should pick up on that fact and map your texture image across the surface using those coordinates. You can modify UV coordinates with a UVTransform, in case you need to increase or decrease a tilable scale for instance.
You can also visualize UV coordinates directly in the viewport by dropping down a UV Quickshade. This is very convenient and allows you to dial in UV scales quickly.
Drop down a UVTexture node right after the Trace. Then materials should pick up on that fact and map your texture image across the surface using those coordinates. You can modify UV coordinates with a UVTransform, in case you need to increase or decrease a tilable scale for instance.
You can also visualize UV coordinates directly in the viewport by dropping down a UV Quickshade. This is very convenient and allows you to dial in UV scales quickly.
Edited by Enivob - June 16, 2017 11:50:48
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- art3mis
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- jsmack
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