https://docs.arnoldrenderer.com/display/A5AFHUG/Digital+Assets [docs.arnoldrenderer.com]
What I would like to have is a digital asset that can be added inside a matnet (or /mat), with parameters promoted for things like base color and diffuse texture, with the regular openGL tags on those parameters for viewport convenience.
I can make an Arnold Material Builder, put the standard shader + whatever else I need in there, promote parameters, tags, etc and it all works great. But when I attempt to create a digital asset from that Material Builder I get
[htoa.material] Invalid shader path /mat/my_builder_hda
errors. A different approach does work: creating the shader inside a subnet, which is inside of an Arnold Material Builder node, then turning that middle subnet into an HDA. By assigning the parent Material Builder to the geometry I don't get any errors:
That's not impossible to work with but it's messier than a simple 'make HDA --> assign to geo' method I would prefer to use and the promoted parameters wind up down a level from where they're most easily accessed (on the Material Builder node). Is there a way to make an Arnold HDA at the /mat level like this? Somehow tag an HDA so Arnold still recognizes it as a valid Material Builder network?
Thanks for any advice!