[Sidefx-houdini-list] Material prefixes on parameter namesquestion

Phil Spicer PSpicer at bournemouth.ac.uk
Mon Dec 15 13:12:29 EST 2008


Hi Robert,

Yes, this is a difference that occurred between H9 and H9.5 

Kind regards,
 
Phil.
 

 
 

-----Original Message-----
From: sidefx-houdini-list-bounces at sidefx.com [mailto:sidefx-houdini-list-bounces at sidefx.com] On Behalf Of Robert Magee
Sent: 15 December 2008 14:54
To: sidefx-houdini-list at sidefx.com
Subject: Re: [Sidefx-houdini-list] Material prefixes on parameter names question

Since the parameters at the material level are referencing channels inside the material then the parameters can have any name you want and it will work fine. The parameters could have been called tipColor and everything would be fine since hair_tipColor is simply referencing a tipColor parameter on the shader inside the material.

If you turn a SHOP into a material by putting it into a subnet then RMB-click on the material and choose Promote Material parameters then the names will not have prefixes. For the hair material, someone probably used the edit parameter interface to give them more flexibility organizing the look of the material's ui and ended up adding the prefixes.

Robert


On 15-Dec-08, at 6:08 AM, Phil Spicer wrote:

> Hi,
>
> Why do material parameter names have a material prefix assigned to 
> them?
>
> For example, if I wanted to modify a hair material Tip Color parameter 
> on a per hair basis, I have to create a attribute called tipColor (the 
> internal shader parameter name) using and Attribute Create SOP; yet 
> when I hold the mouse over the hair material parameter listing, the 
> internal name is returned as hair_tipColor, which doesn't work as a 
> parameter override name.
>
> Isn't this incongruous to how the rest of Houdini works, and an 
> additional layer of complexity for new users?
>
>
> Kind regards,
>
> Phil.
>
>
>
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----
Robert Magee
Product Marketing Manager
Side Effects Software Inc.
www.sidefx.com

416 504-9876 x327



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