[Sidefx-houdini-list] delayed load points inheriting attributes..?
mstory at xion.org
Thu Mar 10 15:46:15 EST 2011
I've only had success with this by assigning the shader string as a
point attrbute and did the assignment inside a (custom HDK) VRAY
procedural. Things got confusing for me when the attribute changed from
shop_vm_surface to shop_materialpath, but it does work, I can assign
unique shaders (and also modify the incoming parms) to the instanced
points or objects.
So I'm wondering why that sort of thing isn't done with the delayed load
procedurals. There's a lot of features missing from the procedurals
included in Houdini.
> Jeff's notes: http://www.sidefx.com/index.php?option=com_content&task=view&id=1050&Itemid=216
> You can only apply shaders at the OBJ level if you want to use the instancepoint() expression. This makes it difficult to apply multiple textures and lighting models to an object. To get around this, assign attributes to the geo and use these to select textures/mattes/lighting models etc. in the shader.
> Velocity attribute motion blur built into a model will not be additive with object level blur. Therefore, if you want both deformation and transformation blur, you will need to not use velocity blur at the object level. This is problematic if you have a particle system with a changing point count, (most particle sims!) To work around this, re-order your points using CHOPs.
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