MaterialX and image sequences
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- Dronson
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- protozoan
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It's possible, you just don't do it -inside- the shader. You put a dummy image into the mtlx image node (like: the first one of your sequence for example) and then after the material library you put down a edit material properties lop, populate it, and do it in there. This one will accept time dependent stuff, like mytexture.$F.rat.
This is also the correct way to animate other parameters like blends, colors, and all.
This is also the correct way to animate other parameters like blends, colors, and all.
Give him the stick, DON'T GIVE HIM THE STICK!
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- ajz3d
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I wonder if it's by design or because string substitution in MaterialX isn't implemented in Solaris yet?
In MaterialX specification (p. 18-19) [materialx.org] we can read that substitution of some strings defined by host environment (Houdini in our case) is possible when it comes to frames, so (in theory at least)
Could someone please shed some even more light on this?
In MaterialX specification (p. 18-19) [materialx.org] we can read that substitution of some strings defined by host environment (Houdini in our case) is possible when it comes to frames, so (in theory at least)
$Fshould be accepted. Besides, mtlximagealready has framerangeand frameoffsetparameters, which currently don't seem to be working, but the presence of which could indicate the latter. Or perhaps the substitution was never intended to occur within the shader, but in this case why keep those two parameters?Could someone please shed some even more light on this?
Edited by ajz3d - 2022年12月12日 09:12:07
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- tamte
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MaterialX in Houdini is currently missing support of MaterialX tokens as stated here
https://www.sidefx.com/docs/houdini/solaris/materialx.html#limitations
MaterialX defines a few tokens (for example {frame} for time) for use in file paths, but these are currently not used by Karma or Houdini. You can use the <UDIM> token, however.
Tomas Slancik
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Framestore, NY
CG Supervisor
Framestore, NY
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- ajz3d
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