Hi,
I want to export an attribute from my MAT context with BindExport and use it in OBJ context, but my attribute comes with 0 value. To bring it into SOP I use Attribute VOP and inside it Bind and BindExport. Is there something I do wrong?
How to import attribute from MAT context?
2977 4 2- Emil
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- Kaloyan
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Why would you need to export an attribute from the MAT context? The normal workflow is to bind attributes in the mat context from the geometry.Bind Exporting a variable from the mat context can be used from the Render Node with extra image plane, but as far as I know it cannot be brought to the geometry. And I really cannot think of a reason to do it, perhaps clarify a little what you want to achieve. You can look at the geometry spreadsheet to see what attributes you have on the geometry.
- Sadjad Rabiee
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- Emil
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Thanks Kaloyan and Sadjad Rabiee for replies.
My main reason to bring attribute from MAT into SOP was to utilize Patterns. When I assign one of these patterns (Ramps, Checkered, so on) to my object it works perfectly (both directly onto the object and in Principled Shader), but I want to use these patterns as attributes in my SOP context.
I also tried patterns in VOP context, I guess they require some kind of input. But in MAT context they are rendered perfectly without any input.
Is there any direct and easier way to use these patterns as a part of the attribute on geometry?
My main reason to bring attribute from MAT into SOP was to utilize Patterns. When I assign one of these patterns (Ramps, Checkered, so on) to my object it works perfectly (both directly onto the object and in Principled Shader), but I want to use these patterns as attributes in my SOP context.
I also tried patterns in VOP context, I guess they require some kind of input. But in MAT context they are rendered perfectly without any input.
Is there any direct and easier way to use these patterns as a part of the attribute on geometry?
- Sadjad Rabiee
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Hi
All of the patterns in both Shader VOP and VOP Sop are need input, I didn't test them without input in shaders but if they are working there they may use uv or maybe global P as a input by default.
However using them inside the VOP SOP is so simple, according to what you want to do you can connect P or UV to their input.
For most of the case we are using P as input(e.g Noises) but if you need uv (e.g Texture files) you should build uv for your geometry (e.g with UV Project SOP) ,then use uv as a input of your pattern.
All of the patterns in both Shader VOP and VOP Sop are need input, I didn't test them without input in shaders but if they are working there they may use uv or maybe global P as a input by default.
However using them inside the VOP SOP is so simple, according to what you want to do you can connect P or UV to their input.
For most of the case we are using P as input(e.g Noises) but if you need uv (e.g Texture files) you should build uv for your geometry (e.g with UV Project SOP) ,then use uv as a input of your pattern.
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