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3dspline
I'm sure this is quite easy but can't seem to figure it out , how can I get my primitive object color into the Mantra shading network so that I can use it to control a mix map?
3dspline
I managed to get it!
For those that would benefit from knowing I just added a “shading layer parameter” node inside the material builder node and it takes in the Cd attribute really well, previously I was trying to using import attribute in just the material network and it didn't work.
malkrus
promote Cd to points in geometry. And in material use bind and read Cd attribute, configure bind to vector or 3 floats and connect as you want.
3dspline
Thank you Malkrus! that's good info
Drasko Ivezic
If you want to keep your primitives colored and kept the colours not bleeding between the primitives then you should promote Cd to vertex attributes.
ray_roamer
I noticed there's no Bind node in the MaterialX builder -- is there a way to get the vertex Cd there too?
sepu
geometry property value node
Pavini
sepu
geometry property value node
Makes no sense Sidefx do nodes like this. Considering is a VEX context like We see in vops, different names only confuse users.
By the way, I used it and didn`t work. Also make a new ramp and didn`t work.


For me, Karma is being a Karma in user`s life.

They could simplify more instead of creating a second Houdini inside it.
Pavini
ray_roamer
I noticed there's no Bind node in the MaterialX builder -- is there a way to get the vertex Cd there too?
Use the VEX material builder and the bind can be used.
ubcsdelta
ray_roamer
I noticed there's no Bind node in the MaterialX builder -- is there a way to get the vertex Cd there too?

Please try this

USD Prim Var Reader node
Var Name displayColor
Grendizer
Hello, this works well for Cd/displayColor. What's the equivalent for Alpha?
Where can I find a list of all similar Var Names?
Thanks
David
sepu
displayOpacity
Grendizer
thanks!
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