tamte
here is an example
1. added transmission_bg_mask AOV using LPE: CT.*B
2. combined it with Alpha in a slapcomp over custom BG
display slapcomp in the viewport to see the result
Thanks so much for this @tamte!!!
tamte
here is an example
1. added transmission_bg_mask AOV using LPE: CT.*B
2. combined it with Alpha in a slapcomp over custom BG
display slapcomp in the viewport to see the result
tamte
I assume you should be able to use background B event in LPE
You obviously not get the refraction information but you should get the background contribution for the chosen lightpaths
Siavash Tehrani
From my understanding of it, there are a couple of ways that applications and renderers can support MaterialX: .mtlx documents and/or through USD.
From the Houdini docs: "Solaris and Karma utilze MaterialX through UsdMaterialX". Unless you go through the process of exporting and hand-editing .mtlx documents out of VOPs, MaterialX out of Houdini ends up as UsdShade networks. I think in order for other apps/renderers to faithfully recreate complex MaterialX mats from Houdini they would need to have solid USDMaterialX support. I can't speak to Omniverse or Unreal, but from my testing there are a lot of things that don't work right in the latest versions of Renderman and V-Ray. Maybe Arnold does a better job?
At the moment I get the impression that when you hear this or that application has MaterialX support, it's really more in the limited context of textures feeding into Standard Surface. Most of the .mtlx files floating around out there seem to fit that mold.
As far as out-of-spec nodes, Karma subnets have some goodies that will only work for Karma, whereas MaterialX subnets should only allow you to tab in nodes that are part of the spec I believe.
Happy to be corrected if any of that is wonky.
Jacquesf
I'm unsure of what you're trying to accomplish using the invoke graph here, but what I can tell is that there simply no 'rig' to execute in your scene animate, you pack a box using the packfolder node and call it base.rig, but it still just an inert cube, there no graph to be executed by the scene animate.
when you use invoke sop, the graph you're inputing in the first input is what gonna be executed at this very moment, what the invoke will output in your case is nothing more than the geometry you packed. the graph itself you used in the invoke do not carry over to the next step.
patarThanks @patar, this part I got, but I now realize that if nothing is happening between the begin and end block it will just passthrough the data regardless of the result of the condition. My thought process was that I could feed through 2 inputs into the begin block, plug the begin output of those into the end block and then that would have one output that depends on the result of the condition lol.
like this...
osong
1) why do you compute weighted normals on import? get both normals and tangents
2) did you enable nanite? if yes - there's your answer
jsmackThanks @jsmack
https://www.sidefx.com/forum/topic/93324/#post-409784 [www.sidefx.com]