[Sidefx-houdini-list] Bridge of Cards 2

Beatriz Lorenzo bealobo at gmail.com
Thu Mar 27 20:52:47 EDT 2008

Hi again!

Still no luck. So here are a couple of questions:

- Mantra parameters are overriden if there is an attribute (same name and
type) on the geometry. Do I need to actually enable any overrides in the
material SOP or int eh SHOPs? I ask this because I've seen many "overrides"
here and there. I have the shaders in SHOP context and geometry in OBJ, if
it makes any difference.

- About randomizing, I'm using a stamp. So I made a new map (in this case is
map) attribute on the card geo (not on the points to copy to), class
primitive, type string. And defined the string:
For the copy SOP I made the randomizer stamp with this: int(fit(rand($PR),
0, 1, 1, 52)) --- Actually that might be the problem, as I've copied this
expression from your previous explanations to pingo without a lot of
thought, without any thought.
And for the material, it is just a simple decal with this texture applied:
$HIP/images/cards.$F4.jpg -- althought it doesn't matter if I put a single
file like: $HIP/images/cards.0001.jpg
Do you detect something really bad ni this setup? I mean, it works in my
head but not in Houdini!!!

Many thanks  for any help!!!


On 27/03/2008, Antoine Durr <antoine at floqfx.com> wrote:
> Yeah, a 52-layer shader is not particularly someplace you want to go
> to!!!!
> Again, here's the underlying concept, which is one of the coolest
> things about the Mantra renderer: any parameter of the shader can be
> overriden by data (attributes) on the geometry.  And to do this, all
> you have to do is match the name (and type and size, actually) of the
> shader parameter with the data on the geometry, and it will
> override.  E.g. a 3-float vector attribute on the shader, e.g. color,
> can be overridden by a 3-float attribute on the geometry.  Just make
> sure that they're either 3-floats or vector types.  You can do it for
> strings as well.  Add a string attribute to the geometry called
> 'map' (if that's the string parameter on the shader), and the
> geometry's version of 'map' will override.  So now all you have to do
> is randomize 'map' accordingly on the geometry.
> -- Antoine
> On Mar 26, 2008, at 3:49 PM, Beatriz Lorenzo wrote:
> > Hi everyone!
> >
> > this is Beatriz, learning Houdini, totally newbie, etc.
> > Just wanted to say hello as I just signed up some days ago and also
> > say that
> > I'm making a bridge of cards too. I'm on the texturing phase and
> > I've been
> > reading all the posts about it but somehow I think I'm missing
> > something. An
> > attached file perhaps?
> >
> > I tried a different approach using layers (completely ignoring the
> > fact that
> > the multilayered VEX needed 52 layers!!!) but the expression I set
> > for the
> > current layer would not recognise the $PR so I thought perhaps it
> > was not
> > the best approach.
> >
> > I'm a little stuck with the whole random texturing thing so any
> > help is
> > welcome.
> >
> > Cheers
> >
> >
> > Beatriz
> > _______________________________________________
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> > Sidefx-houdini-list at sidefx.com
> > https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
> -- Antoine
> Floq FX Inc.
> 10659 Cranks Rd.
> Culver City, CA 90230
> 310/430-2473
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