I want to be able to export custom attributes from inside my own copy of the classic shader.
I also want to be able to feed inputs into my custom shader, at the Material Network level.
However, there appears to be a conflict.
When there are no inputs at the Network level, then the custom attribute is visible in the extra image plane in my mantra node.
However, as soon as I connect anything to any input at the Material Network level, then the custom image plane becomes black/zero.
Any ideas?
I have documented the example hip file with post it notes, from scene level all the way down to the shader level for navigation.
thanks
Material Network shader input, and Custom Bind Export Conflict
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- syntheticperson
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- jsmack
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welcome to mat context, that is the expected behavior. You need to export the attribute at the highest level of the wrapped shader. You can use the ‘set_layer_export’ vop the pack your exports onto the layer coming out of the shader, and then use a ‘layer_export’ to export the attribute in the shader that calls the classic shader.
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- syntheticperson
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