how varying materials with renderman

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Hi how i can vary the materials with renderman inside solaris? pxrvary dont' work in houdini 18.5.
Thanks in advance for the help
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Please attach a hip file to show what you tried.
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i attached theexample file

Attachments:
pxrVary_example.hiplc (205.3 KB)

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So I've now realized that I don't know what “pxrvary” is supposed to do, so I'm really not sure what it is you're trying to accomplish. But before I realized that I created this modified version of your files using the pxrprimvar VOPs to use a couple of primvars to drive the material (varying per point on the spheres, and also varying per-instance with a primvar on the point instancer itself). If this doesn't cover what you're looking for, then please clarify what you're trying to do. Or maybe someone more knowledgeable about renderman can jump in and save me…

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primvar_example.hiplc (229.1 KB)

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37/5000
I'm sorry I didn't explain myself well, if for istance i have some instance trees and i want to make some color variation. I hope with this attachment it's more clearly
Edited by Piledriver - 2020年11月30日 04:32:31

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screenshot.jpg (386.0 KB)

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Is 37/5000 my grade? That's a pretty epic fail

Then I think what I've included there shows the USD way of doing this… Using a pxrprimvar VOP and setting a primvar on the point instancer, with one value per instance. Again, not sure how this relates to pxrvary, so I may still be missing something, but I don't know anything about how pxrvary might show up in USD or how one would drive it…
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i don't know why don't work inside houdini and instance node pxr vary work like in the last screenshot, i remember also that in houdini 18.0 worked… i'm not sure if a renderman bugs but i can try woith other methods
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i don't know why don't work inside houdini and instance node pxr vary work like in the last screenshot, i remember also that in houdini 18.0 worked… so fo that i have to create a material after instancer lop right?
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Here's a slightly-modified version of your scene that will hopefully work for you. I changed the material network to use a PxrVary node, keyed off a “varySeed” primvar added in the instancer (similar to how you were adding “mix”). There's nothing special about the name “varySeed”, but it's important to note the wide range of values (as opposed to the 0-1 range you have with “mix”).

Let me know if you still have trouble with this!
Edited by robp_sidefx - 2020年12月8日 06:18:47

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pxrvary.png (1.0 MB)
primvar_example_robp.hiplc (222.8 KB)

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yes it's work thanks for your time
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when 'identifier Name' selected as vary source, i get unique instances. but changes on each frame of animation. please, whats the reason for this
?

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ezgif.com-gif-maker.gif (442.2 KB)

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Can you share your .hip file?
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sure

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pxrvary test.hiplc (535.0 KB)

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Thanks. I had a quick look and I see the same result. I'm afraid this might be one you'll need to ask the RenderMan For Houdini team about.
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This is working
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