I have an HDA with geometry and a principled shader that has a basecolor texture. I would like to take that HDA and generate an instance of a master material in UE that will override the texture sample parameter based on the basecolor_texture parameter on my principled shader.
I can get HDA to override the texture sample parameter when in my HDA I am telling Unreal to use an existing texture that is inside Unreal's content browser. I can override master material's base color when using a vector parameter and specifying vector values in houdini using “unreal_material_parameter_” prefix. However, I cannot do what I really want: to override a texture sample parameter in the master material using the basecolor_texture parameter in the principled shader.
For the unreal_material_parameter_mytexture I have tried setting a string prim attribute to:
`chs(“../matnet1/principledshader1/basecolor_texture”)` or basecolor_texture
as the documentation suggests https://www.sidefx.com/docs/unreal/_materials.html#MaterialsInstancesParameter [www.sidefx.com] but neither options work.
Any tips on what may be wrong with this set up?
I am using: Houdini 17.0.352 / 17.0.416 + Engine, Unreal Engine 4.20.3
EDIT: It turned out that “basecolor” attribute value was added only in version 17.0.430. Thanks dpernuit for clarification!