Well after check a lot of MtlX nodes I see that almost none of them have that kind of UI, so maybe that's something we can't do yet with MtlX? I'm not very familiarized with the current limitations we can have with it.
Let me know, thanks!
Found 122 posts.
Search results Show results as topic list.
Solaris and Karma » Vop2mtlx: UI with no input connections - Ordered Menu
- cdordelly
- 123 posts
- Offline
Solaris and Karma » Vop2mtlx: UI with no input connections - Ordered Menu
- cdordelly
- 123 posts
- Offline
Hi!
I want to ask something about the process of convert HDA nodes into MtlX. I'm a bit familiarized with the process thanks to the Shader Guy [www.youtube.com] video.
Right know I have the three process working correctly (vop2mtlx, mtlx2hda and mtlx2karma), I already converted some shaders.
Now I want to ask if there is any way to export an UI that is not represented as a node input, for example an Ordered Menu that controls an internal Switch node, this kind of menu:
Or which can be the method to have a menu like that controlling an internal switch node? Right now I only copied the parameter as relative reference to the switch controller with no success, the created mtlx node has only the color inputs that I created with the Subnet Input Connectors, but nothing from the Ordered Menu that the HDA has on the UI controlling the switch, and the ordered menu values are float to be compatible with the Switch "which" parameter.
Maybe I need to create the menu manually on the mtlx file? Let me know if there is something I can do,
Thanks!
I want to ask something about the process of convert HDA nodes into MtlX. I'm a bit familiarized with the process thanks to the Shader Guy [www.youtube.com] video.
Right know I have the three process working correctly (vop2mtlx, mtlx2hda and mtlx2karma), I already converted some shaders.
Now I want to ask if there is any way to export an UI that is not represented as a node input, for example an Ordered Menu that controls an internal Switch node, this kind of menu:
Or which can be the method to have a menu like that controlling an internal switch node? Right now I only copied the parameter as relative reference to the switch controller with no success, the created mtlx node has only the color inputs that I created with the Subnet Input Connectors, but nothing from the Ordered Menu that the HDA has on the UI controlling the switch, and the ordered menu values are float to be compatible with the Switch "which" parameter.
Maybe I need to create the menu manually on the mtlx file? Let me know if there is something I can do,
Thanks!
Solaris and Karma » adding two materials together?
- cdordelly
- 123 posts
- Offline
BSDF nodes don't work with XPU
Ah I see, I didn't knew that, let's hope it will work on the near future .
Solaris and Karma » adding two materials together?
- cdordelly
- 123 posts
- Offline
Hi!
I might be wrong but that additive surface operation can be emulated with BSDF nodes too right? I guess there might be some limitations compared to what we have in RS.
I might be wrong but that additive surface operation can be emulated with BSDF nodes too right? I guess there might be some limitations compared to what we have in RS.
Solaris and Karma » SOP Intrinsic: usdViewportPurpose
- cdordelly
- 123 posts
- Offline
Hi!
I noticed that the usdViewportPurpose intrinsic attribute is an array of the USD purpose of an usd imported geometry using the SOP Modify LOP. The thing is that I think that maybe this should be an string attribute instead with the primitive purpose because right now the usdViewportPurpose intrinsic attribute is the same array for Proxy or Render geometries as you can see here:
On that example is very easy to see which prim has a Proxy purpose or the Render purpose because it is created with the Component Builder setup so the purposes are also on the primpath, but on a non-component builder prims, it can be more difficult to check which is the purpose from each one:
So, there is another method to select in SOP the purpose of the prims?
Thanks!
I noticed that the usdViewportPurpose intrinsic attribute is an array of the USD purpose of an usd imported geometry using the SOP Modify LOP. The thing is that I think that maybe this should be an string attribute instead with the primitive purpose because right now the usdViewportPurpose intrinsic attribute is the same array for Proxy or Render geometries as you can see here:
On that example is very easy to see which prim has a Proxy purpose or the Render purpose because it is created with the Component Builder setup so the purposes are also on the primpath, but on a non-component builder prims, it can be more difficult to check which is the purpose from each one:
So, there is another method to select in SOP the purpose of the prims?
Thanks!
Solaris and Karma » Mtlx Image string inputs connection return error
- cdordelly
- 123 posts
- Offline
Thank for your answers guys,
Well, let's hope we can have this with MtlX 1.39, and yes it is curious that basically it should not work but it works right now with MtlX 1.38 but that it returns the texture as float:
Now I understand why the usage on the material libraries are mostly for masks, and also now I understand why @mtucker shared one example using the USD nodes instead of the MtlX nodes here [www.sidefx.com].
Cheers!
Well, let's hope we can have this with MtlX 1.39, and yes it is curious that basically it should not work but it works right now with MtlX 1.38 but that it returns the texture as float:
Now I understand why the usage on the material libraries are mostly for masks, and also now I understand why @mtucker shared one example using the USD nodes instead of the MtlX nodes here [www.sidefx.com].
Cheers!
Solaris and Karma » Mtlx Image string inputs connection return error
- cdordelly
- 123 posts
- Offline
Hi!
I noticed that in H20 the MtlxImage node has more inputs available to use, one of the most useful one is the "file" input specially to control the texture paths using primvars. But I noticed if I connect something to any string ports (including the file input of course) it returns an error:
But was caused me more curiosity is, if I load one of the material presets from the Material Linker and "extract" it using the edit material network node, I can see that the material textures also have the error but they work:
So I decided to share this here before submitting as a bug to see if there is a reason behind this or if I should report it.
Let me know what do you think about it,
Thanks!
I noticed that in H20 the MtlxImage node has more inputs available to use, one of the most useful one is the "file" input specially to control the texture paths using primvars. But I noticed if I connect something to any string ports (including the file input of course) it returns an error:
But was caused me more curiosity is, if I load one of the material presets from the Material Linker and "extract" it using the edit material network node, I can see that the material textures also have the error but they work:
So I decided to share this here before submitting as a bug to see if there is a reason behind this or if I should report it.
Let me know what do you think about it,
Thanks!
Edited by cdordelly - 2024年4月4日 14:17:20
Mardini 2024 » Iron Heart Submissions
- cdordelly
- 123 posts
- Offline
Congrats everyone!!
It was a wild ride, thanks so much to Side FX, Moeen, Robert, GSG team, the jury and everyone involved on Mardini organization, it was a great opportunity to explore a lot of ideas on crazy daily deadline See you on a next opportunity.
I hope we can see more collaboration between Side FX, Moeen and GSG in the future
Cheers!!
Mardini 2024 Playlist [www.youtube.com]
It was a wild ride, thanks so much to Side FX, Moeen, Robert, GSG team, the jury and everyone involved on Mardini organization, it was a great opportunity to explore a lot of ideas on crazy daily deadline See you on a next opportunity.
I hope we can see more collaboration between Side FX, Moeen and GSG in the future
Cheers!!
Mardini 2024 Playlist [www.youtube.com]
Edited by cdordelly - 2024年4月1日 20:07:16
Mardini 2024 » Day 30 | SideFX Labs | Region from Image | Animation
- cdordelly
- 123 posts
- Offline
Hi! This is my entry for Labs Region from Image.
Made with Greyscalegorilla+
Here is a little breakdown video:
Node:
I hope you like it, cheers!
Made with Greyscalegorilla+
Here is a little breakdown video:
Node:
I hope you like it, cheers!
Mardini 2024 » Day 31 | SideFX Labs | Edge Smooth | Animation
- cdordelly
- 123 posts
- Offline
Hi! This is my entry for Labs Edge Smooth, finally the last one, but I still need to upload the previous one .
Congrats to everyone for the hard and insane work!
Here is a little breakdown video:
Node:
I hope you like it, cheers!
Congrats to everyone for the hard and insane work!
Here is a little breakdown video:
Node:
I hope you like it, cheers!
Mardini 2024 » Day 29 | SideFX Labs | Lot Subdivision | Animation
- cdordelly
- 123 posts
- Offline
Hi! This is my entry for Labs Lot Subdivision.
Made with Greyscalegorilla+
Here is a little breakdown video:
Node:
I hope you like it, cheers!
Made with Greyscalegorilla+
Here is a little breakdown video:
Node:
I hope you like it, cheers!
Mardini 2024 » Day 28 | SideFX Labs | Simple Rope Wrap | Animation
- cdordelly
- 123 posts
- Offline
Hi! This is my entry for Labs Simple Rope Wrap.
Made with Greyscalegorilla+
Here is a little breakdown video:
Node:
I hope you like it, cheers!
Made with Greyscalegorilla+
Here is a little breakdown video:
Node:
I hope you like it, cheers!
Edited by cdordelly - 2024年3月28日 22:06:23
Mardini 2024 » Day 27 | SideFX Labs | Chaotic Shapes | Animation
- cdordelly
- 123 posts
- Offline
Hi! This is my entry for Chaotic Shapes.
Here is a little breakdown video:
Node:
I hope you like it, cheers!
Here is a little breakdown video:
Node:
I hope you like it, cheers!
Mardini 2024 » Day 26 | SideFX Labs | Edge Damage | Animation
- cdordelly
- 123 posts
- Offline
Hi! This is my entry for Labs Edge Damage.
Here is a little breakdown video:
Node:
I hope you like it, cheers!
Here is a little breakdown video:
Node:
I hope you like it, cheers!
Mardini 2024 » Day 25 | SideFX Labs | Simple Shapes | Animation
- cdordelly
- 123 posts
- Offline
Hi! This is my entry for Labs Simple Shapes.
Here is a little breakdown video:
Node:
I hope you like it, cheers!
Here is a little breakdown video:
Node:
I hope you like it, cheers!
Mardini 2024 » Day 24 | Character | Crowd Motion Path | Animation
- cdordelly
- 123 posts
- Offline
Hi! This is my entry for Corwd Motion Path.
Here is a little breakdown video:
Node:
I hope you like it, cheers!
Here is a little breakdown video:
Node:
I hope you like it, cheers!
Mardini 2024 » Day 23 | Character | Feather Template | Animation
- cdordelly
- 123 posts
- Offline
Hi! This is my entry for Feather Template.
Here is a little breakdown video:
Node:
I hope you like it, cheers!
Here is a little breakdown video:
Node:
I hope you like it, cheers!
Mardini 2024 » Day 22 | Character | Hair Generation | Animation
- cdordelly
- 123 posts
- Offline
Hi! This is my entry for Hair Generation.
Here is a little breakdown video:
Node:
I hope you like it, cheers!
Here is a little breakdown video:
Node:
I hope you like it, cheers!
Mardini 2024 » Day 21 | Character | Vellum Configure Cloth | Animation
- cdordelly
- 123 posts
- Offline
Hi! This is my entry for Vellum Configure Cloth.
Here is a little breakdown video:
Node:
I hope you like it, cheers!
Here is a little breakdown video:
Node:
I hope you like it, cheers!
Mardini 2024 » Day 20 | Character | Ragdoll Solver SOP | Animation
- cdordelly
- 123 posts
- Offline
Hi! This is my entry for Ragdoll Solver.
Here is a little breakdown video:
Node:
I hope you like it, cheers!
Here is a little breakdown video:
Node:
I hope you like it, cheers!
Edited by cdordelly - 2024年3月21日 22:54:10
-
- Quick Links