[Sidefx-houdini-list] delayed load points inheriting attributes..?
szymon.kapeniak at gmail.com
Thu Mar 10 16:07:45 EST 2011
As a side note, hdk doesn't expose shaders archive (ifd) import to Mantra (as it happens in DLA proc.), so does it mean that no one has ever written fully featured replacement of sesi delayed load procedural?
First thing we wanted to do in heavy crowd show was to add more time samples geometries, to avoid linear motion blur, but then materials issue appeared...
Cvex processing is another missing topic of
Dnia 10-03-2011 o godz. 21:46 Mark Story <mstory at xion.org> napisał(a):
> 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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