For example: Working in the /mat context create a Principled Shader and assign to an object. In the shader's Opacity tab click the gear right of Opacity Scale and select Texture>Checkered. Results in new VEX node connected to opac channel input of a VOP named checkered1 and checkered holes appear in the rendered object as expected. On the checker texture node the parameter fields are dark green, the channel input dots appear as promoted parameters and are referenced like: ch('../blur/float2def1').
Where do those new parameter fields exist?
Looking for them… There is no node above /mat for them to attach to (well there is the scene root “/” but they are not there), they do not appear on the original principled shader or the geometry object it is assigned to. Middle clicking on a channel's input dot and selecting Jump to Input Node does not go anywhere while Expose Input Node just reveals the parameter VOP in /mat.
So how do you edit these new parameters? Since the the channel values are coming in from somewhere else they cannot be changed in the checkered1 node. Is the only way to Delete Channels on each one and do it in the VOP node? (and as a corollary how do you gather all the shader channels you would want to expose for editing in one place?)
Where are parameters created in /mat edited?
1358 5 1- Rebus B
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- goldfarb
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- Rebus B
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Yes, that exposes the parameter nodes, but those are not the editable fields that the parameter controls. What I am wondering is where the current values' fields are. Like within a VOP SOP where the contained Parameter VOPs and promoted parameters appear as additional editable fields on the VOP SOP above them.
Edited by Rebus B - Aug. 29, 2018 17:02:20
- jsmack
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- Rebus B
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Ah, ok… I know /mat is relatively new and I believe was added to make building out shaders easier… Is there a methodology that works between the two ways of doing things? Do you build out the shader network in /mat and just cut and paste to a SHOP material or is there another way?
Edited by Rebus B - Aug. 29, 2018 18:18:15
- jsmack
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No, /shop is dead, there's no reason to use it anymore. If I need to set parameter values when defaults won't do, (animation/expressions), I use a material builder. You can select a bunch of nodes in a mat net, and under the edit menu is the option to collapse into a material. If I'm lazy or need to avoid collapsing for some reason, render properties or stylesheets can be used to move the value somewhere else.
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