I have a simple setup where I am using a copy to points node and assigning a random texture to the copies.
The only way I have found to get the texture to update in the viewport is to apply the random texture in the material override.
I would really like to be able to manipulate the texture selection in VOPS using by defining the basecolor_texture string. However this only seems to be visible when rendering. The viewport defaults to the texture which is defined in the material. I need to see how textures are working without doing a software render every step.
Is there a setting or process I can use to enable or force the viewport to show the correct textures - the ones that render?
thanks in advance
Jeff
random texture randomness not visible in viewport
1512 4 0- jeffMc
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- malexander
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The process available is the one you've already described - apply the random texture as a material override.
The viewport does not evaluate VOP networks, as this would be tremendously expensive in terms of updates and redraws. If you need to see the result of a VOP network as a material, the Render View is what is generally used. Edit: or the render region in the 3D viewport.
The viewport does not evaluate VOP networks, as this would be tremendously expensive in terms of updates and redraws. If you need to see the result of a VOP network as a material, the Render View is what is generally used. Edit: or the render region in the 3D viewport.
Edited by malexander - Jan. 11, 2018 09:49:02
- jeffMc
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- jsmack
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