[Sidefx-houdini-list] VOPs question

jiversen jiversen at rhythm.com
Tue Jun 24 12:59:43 EDT 2008


It's for this that I pimp this idea:

http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=10237

Combining all the shading contexts into a single "material shader", 
where the surface, displacement and bsdf outputs are automatically 
extracted on demand. All the optimizations (like dimport()ing stuff to 
minimize recomputation) would be handled internally without your knowledge.




Andrew D Lyons wrote:
> Ah - nice solution...
>
> Thanks!
>
> 2008/6/19 Peter Bowmar <pbowmar at gmail.com>:
>   
>> The "correct" way (I use the term Correct very loosely here) would be
>> to create the pattern in the Displacement shader, then use "dimport()"
>> to import the values in the Surface shader. That way the pattern code
>> runs once, saving a lot of computation time.
>>
>> Having said that, I like the HDA suggestion, so you have as much
>> "generic" code as possible inside HDAs that are easy to update as
>> needed.
>>
>> Cheers,
>>
>> Peter B
>>
>> 2008/6/19 Andrew D Lyons <tstexture at gmail.com>:
>>     
>>> You could make a VOP subnet HDA and us that in both - assuming you
>>> were ok with constant args to all parms inside the  subnet.
>>>
>>> 2008/6/19 Phil Spicer <PSpicer at bournemouth.ac.uk>:
>>>       
>>>> Hi,
>>>>
>>>> Is there a way to import a vop network into another context? For example if I were to create a simple pattern surface and then wanted to import that pattern into a displacement shader so that it was dynamically linked, how would I go about it? Is there an Object Merge SOP equivalent in VOPs?
>>>>
>>>> Kind regards,
>>>>
>>>> Phil.
>>>>
>>>>
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>>>>         
>>>
>>> --
>>> =======================================
>>> Andrew D Lyons | Digital Artist | http://www.tstex.com
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>
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