Super beginner question here: How do I “wrap” a Principled shader into a simpler digital asset that only exposes a few of the parameters?
I'm collapsing it into a subnetwork, then “promoting” the parameters I want, but it seems to break the material.
<edit>I think the problem is that when I turn it into a subnetwork, I can't drag the subnetwork directly onto an object, or select it as a “valid” material anymore. Is there a way to flag a subnetwork's output as a a valid material?
This is the digital asset's interface (param names are a little different than default Principled shader names):
This is what the asset looks like inside:
Explanation: I'm using a custom 3D engine with a PBR shader that uses a few of the same parameters as the Principled shader (with different names). I wanted to take advantage that Houdini already does a good job of displaying the parameters I need (roughness, metalness, etc) in the viewer, so I'm going to use that shader and export my materials' needed parameters to a .json file using a python script from Houdini.
However, when I collapse a Principled shader into a subnetwork so that I can convert it into a reusable digital asset, it instantly stops working! How do I get around that?
Please notice that properly understanding shader networks is well beyond my scope right now, I just wanted to reuse an existing shader and simplify its interface without building my own shader from scratch.
Any help appreciated.
Thanks!


