A. Lecaille
alecaille
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Mtlx Image string inputs connection return error 2024年4月5日5:33
Not currently possible for reasons explained here:
https://www.sidefx.com/forum/topic/82989/ [www.sidefx.com]
As I understand it, materialX shaders / karma don't support it right now. The shaders can only be parametric using numbers, not entire files, because everything has to be loaded from the start ("compiled")
https://www.sidefx.com/forum/topic/82989/ [www.sidefx.com]
As I understand it, materialX shaders / karma don't support it right now. The shaders can only be parametric using numbers, not entire files, because everything has to be loaded from the start ("compiled")
How can I change Houdini axis sequence from XZY to XYZ? 2024年3月25日11:28
mearisori
I am coming from CAD modeling.
I notice in Geometry - Transform - Translate the second parameter Y controls up and down movement. Can I make it "In and Out" rather than "Up and Down". So, I like to change it function with the third parameter-Z.
Thank you!
I can´t parse your sentence, but if you mean to ask whether the axis Z can be used for Up,then yes
In Edit / Preferences / 3d Viewport / Orientation / you can choose Z-up instead of the default Y-Up
Prim Var to mtlxImage 2024年3月18日17:13
Is it possible in the context of karma material builder to read a string attribute on a prim, and use this to reference an image for the parameter filename of mtlximage ? When I plug usdprimvar in file, I have:
Error Input storage type (uniform/varying) does not match input 'file'.
The problem I am trying to solve is this: I have a FBX file in SOP context; I am rendering in Karma. I am looking for a way to generate a texture that references various information that are stored in a dictionary attribute on each primitive. When imported in SOP, there is a shop_materialpath that points to a generated principledShader in fbxcharacterimport/matnet.
Can you suggest a workflow to translate the textures generated by FBX Character Import ?
Error Input storage type (uniform/varying) does not match input 'file'.
The problem I am trying to solve is this: I have a FBX file in SOP context; I am rendering in Karma. I am looking for a way to generate a texture that references various information that are stored in a dictionary attribute on each primitive. When imported in SOP, there is a shop_materialpath that points to a generated principledShader in fbxcharacterimport/matnet.
Can you suggest a workflow to translate the textures generated by FBX Character Import ?