[Sidefx-houdini-list] rendering point colors

Luc Froelicher lulu at alamaison.fr
Fri Oct 13 12:32:23 EDT 2006


hello Garman and thanks for the insight about this.
much easier than I thought ... once again.
cheers

luc

Garman Herigstad wrote:
> Using attributes to control any shader paramter is
> easier than most expect.
>
> About color, you can pass primitive and detail
> attributes as color.  This is vey useful if you only
> need to color by primitive, or the full object has one
> color (or one shade attribute that is changing per
> frame.)
>
> Detail attributes.  It only allows for on efor the
> full geometry.  So it's lite, memory-wise.   So if you
> only want to animate the displacement level for the
> full object, using detail will save memory.
>
> The downside of not using this is, if your geometry is
> very heavy and you have point attributes with the same
> (duplicate) settings for each point, your geometry can
> grow in size, almost unmanagable.
>
> Attributes have a priority of which will override.  If
> you have a color attribute (Cd) on point, primitive
> and detail, guess the priorty.
>
>
> THAT'S RIGHT.  point overrides detail and detail
> overrides primitive.
>
>
>
>
>
> --- luc froehlicher <lulu at alamaison.fr> wrote:
>
>   
>> thanks rick.it works fine.
>> I guess it was a stupid question. :)
>> luc
>>
>> Rick Walia wrote:
>>
>>     
>>> Hi Luc,
>>>
>>> If you append an attribute sop to your sop chain
>>>       
>> you can rename attributes.
>>     
>>> First you have to find out what the name of the
>>>       
>> channel that you want to
>>     
>>> pass to the shader and then to mantra.
>>>
>>> As a quick test, in shops get a vex super material
>>>       
>> shop.
>>     
>>> If you hover your mouse over the Diffuse label on
>>>       
>> the parameters you should
>>     
>>> see the little floating help that says
>>> diffr diffg diffb
>>>
>>> This shader is looking for the diff parameter name
>>>       
>> for the diffuse channel.
>>     
>>> Now let's go back to sops. If you middle click on
>>>       
>> your Color Sop  you should
>>     
>>> see that you have a point attribute called Cd of
>>>       
>> vector type.
>>     
>>> What we need to do is change the name Cd to diff as
>>>       
>> the shader above is
>>     
>>> expecting that for the diffuse channel.
>>>
>>> Append an attribute sop and under the Point tab:
>>> In the From field type Cd
>>> In the To field type diff
>>>
>>> Now append a shader sop to this attribute sop and
>>>       
>> set the surface shader to
>>     
>>> the vex super material you created in shops. If you
>>>       
>> set the render and
>>     
>>> display flag on the shader sop, you should be able
>>>       
>> to render your object
>>     
>>> with the same colors as the color sop.
>>>
>>>
>>> Cheers,
>>>
>>> /Rick
>>>
>>>
>>>
>>> On 10/6/06 5:47 PM, "luc froehlicher"
>>>       
>> <lulu at alamaison.fr> wrote:
>>     
>>>  
>>>
>>>       
>>>> I've put some colors on the points of my object
>>>>         
>> with a sop color node
>>     
>>>> ... works fine in the viewport
>>>> but ... how can I use that color with mantra
>>>>         
>> inside a shader.
>>     
>>>> sorry if it's a stupid question but I didin't find
>>>>         
>> how to do that .
>>     
>>>> luc
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>
>
> ================================================
> Garman Herigstad
> If you want to contact me directly, use:  
> garman @ vizyacky.com
>
> Garman's Visual Effects Academy
> VizyAcky.com
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