How to use texture sequence in material

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Hello. I have a mesh after FLIP sim and for shading I want to use texture sequence in a UV Tri-Planar Project node. But when I use $F in path to my texture files it just using the same file for every frame and not a sequence. Is there a way to fix this problem?

Thanks!
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I think you'd have to post a little more. For instance, what render system are you using? What do the image sequence filenames look like? You may need to pad the zeros for your texture sequence if it has any padding?
`padzero(4,$F)`
Edited by Enivob - Dec. 14, 2021 08:55:29
Using Houdini Indie 20.5
Windows 11 64GB Ryzen 16 core.
nVidia 3060RTX 12BG RAM.
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Thanks for the answering. But I have already solved this problem. I just tried to use material builder and promote input for texture to the top level and animate it there with $F in filename.
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shtiv93
Thanks for the answering. But I have already solved this problem. I just tried to use material builder and promote input for texture to the top level and animate it there with $F in filename.

Yep, that's the best way most of the time.

A few other things to try, if re-building inside a materialbuilder is too cumbersome:

Mantra:
Create a string attribute on the geometry and bind it to the shader with a parameter or bind vop.
Add a User property to the object, and import it with a renderstate vop.

Karma/solaris:
Promote the texture path with a parameter node. Animate the value with an edit property node after the fact.
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Just for you info, anything inside the material builder is treated as compiling, so you cannot have
temporally changing inputs animated inside it. You always need to promote one level up, so the animated/changing
input is treated as going >>> into a compiled situation.



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