TL;DR - Is there a way to pull parm values from a shader node (Texture read) or Shader nodes themselves from one Material Library to another, without channel referencing?
Kind of a hard one to describe, but I'll give it a whirl:
We do lookdev inside an otl. Inside this otl is a setup that resolves our texture asset paths, and stores them on the model prim as a string attr. This attr value then gets passed to the Texture file reads (but actually happens downstream of the Material Library via some vex sorcery). The Texture file read inside the matlib doesn't get the full path added to the File parm field (as this inputs:file value gets populated downstream of the material library, as stated above), it just gets populated with the name of the texture channel eg: diffusecolor1, bump1 etc.
The result of this is that we can't put file reads from different texture assets inside the one Lookdev otl as you can only have one diffusecolor1, one bump1 etc. On the larger scale we intend to rework this workflow, but for now we need a workaround.
Stuck with me so far?
We have an asset that needs to blend between two different lookdevs (or rather, between textures from two different assets). Whilst we can do something hacky, that gets very difficult when trying to version track textures, and because the File parm on the texture read nodes doesn't have a full path, we can't channel reference the parms from another lookdev lop.
I'm hoping we can have the texture assets in their respective Lookdev LOPs (we eventually will need to blend between many textures), yet somehow pull the info from the resolved File reads in the other material libraries (inside other Lookdev LOPs).
Anyone know of a way to somehow pull Shader nodes from one material library into another?
Pulling shading nodes from a different Material Library
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- Hamilton Meathouse
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- Joined: 11月 2013
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