how varying materials with renderman
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- mtucker
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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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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…

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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- robp_sidefx
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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!
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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