[Sidefx-houdini-list] material IFDs

kuba roth kuba.roth at gmail.com
Fri Oct 24 12:31:51 EDT 2008


Hey Nicholas,

No repleys here. Did you get any feedback from sesi maybe? I am quite
interested about multi material approach with delay load geometry.

thanks
kuba

On Thu, Oct 23, 2008 at 6:09 PM, Nicholas Pliatsikas
<nick_p102 at hotmail.com>wrote:

> Hey guys and gals
>
> Righto a few questions about materialIFD workflows.
>
> First off what exactly do materialIFDs store? I was informed that this
> would allow for sop level material assignment and material overrides to be
> stored in an external file. To allow us to further proceduralise and
> modularise the rendering process. This doesn't seem to be the case. Can any
> one confirm what's going on with material IFDs?
>
> I.e
>
> Have geometry cached to disk at an earlier stage in production, before it
> was shaded for example. Then a shading artists setup a materials assigned at
> sop level, he has used multiple materials with overrides all over it. Then
> saves out a materialIFD that can be updated and assigned to the delayed load
> for that object. Meaning we don't need to update our intial geo Sequence to
> render this? But this approach doesnt work.
>
> It looks to be that the materialIFDs only use is keep materials outside of
> the main IFD. Which i guess minimises vop to vex code translations etc and
> keeps files size down a little ........ It isn't quite as useful as it would
> first appear.
>
> Also the mantraArchive rop is locked to object level geos when writing our
> Bgeo Sequences, I don't see why this should be the case? It would be much
> more usable to be able to specify a sop level node also.
>
> Maybe I'm looking at this wrong.
>
> But in my opinion material IFDs should hold shader information and shader
> assignment information.
>
> This would easily give you the abilty to swap out shaders at sop level
> within takes, use material overrides at sop level on objects with delayed
> Loads that have been cached to disk already.
>
> A more complex example would be to take a crowd system, it would be great
> to able to swap out textures, shader assignments etc using material ifds on
> delayed loads through instancing and using $IPT or instancepoint expression
> on the materialIFD field. Just an example of how it could be used other then
> a straight material change across an already cached bgeo sequence.
>
> We have been finding a lot of the material workflows to be pretty
> production unfriendly and if material Ifds are working like I suspect this
> really doesn't help the problem involved with them.
>
> Also there isnt any help on the mantra archive node ?
>
> If any one can shed any light on any information in regards to material
> workflows and materialIfds that would be great.
>
> Thanks
> Nicholas Pliatsikas
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