Texture file primitive attributes in MaterialX

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Still trying to get the hang of LOPS/USD-style workflows, and would like to replicate the following:

I have some geo created in SOPs; within my SOP nodes, I have Material Networks, with material assignment being done here in the SOP network (not over in Solaris). In particular, I set strings for attributes like "basecolor" or "specroughness" on my geometry as prim attrs, and enjoy that these pass effortlessly into LOPs from SOPs, and from there into Karma exactly as I expect.

I'd love to try XPU, which I think means moving to Material X. This is a new space for me to work in, and I'm curious if my previous workflow can be done similarly with mtx shaders?
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I think you'll want to...
- use MtlxStandardSurface node
- manually wire the primvar inputs into the various material properties yourself using the "Mtlx Geometry Property" node
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