[Sidefx-houdini-list] point cloud in shader to live operator

Tom Nixon ignivomous at gmail.com
Thu Apr 6 19:22:39 EDT 2017


Thanks. I'll see if I can get it working that way at some point. I was
troubleshooting something for someone, and have other things on my plate at
the moment. I appreciate the input.



On Sun, Apr 2, 2017 at 6:55 AM, Jordan Halsey <jordanhalsey at gmail.com>
wrote:

> Usually I wrap this up in a wrangle or a vop and pass to an attribute that
> gets fed to shader, but I think he is saying that it works if you bake out
> IFD's...one thing to note here is that you have to change a menu on the rop
> to see if it is actually working. You have to change the dropdown that says
> export referenced shaders to export All shaders to see if it actually works
> or not.
>
>
> *Jordan Reece Halsey*
> *maya | houdini | nuke | ae*
> *www.jordanhalsey.com <http://www.jordanhalsey.com>*
> *323-273-9995*
>
> On Tue, Mar 28, 2017 at 10:53 AM, Tom Nixon <ignivomous at gmail.com> wrote:
>
> > I see. I was attempting this in H16, (but could've sworn I'd done it a
> > couple versions ago).
> >
> > I didn't manage to get it working in my H16 setup.
> >
> > Many thanks,
> > Tom
> >
> > On Fri, Mar 24, 2017 at 12:19 PM, Mark Elendt <mark at sidefx.com> wrote:
> >
> > > I believe Houdini itself supports the op: syntax on point clouds.  But
> > > not necessarily in mantra.  Mantra doesn't know about the nodes in
> > > Houdini.  So, you can use op: in SOPs or wrangles, but not easily in
> > > shaders.
> > >
> > > On the other hand, in H16, if the op: path specifies the path to a
> > > SOP, AND, the SOP is sent to the IFD (i.e. rendered), then I believe
> > > the op: syntax should work in mantra now.  The hairgen/groom process
> > > uses this.
> > >
> > > On Friday Mar 24 at 12:01, Tom Nixon wrote:
> > > > Hey everyone,
> > > >
> > > > I am unsure as to whether I'm having a false memory here. I have at
> > least
> > > > one confirmation in-house of Houdini once supporting op syntax in the
> > > file
> > > > path for a pointcloud on a shader, but others are telling me it never
> > > did.
> > > >
> > > > I recall being about to put op:/obj/path/to/node and getting the
> > desired
> > > > result. I'm finding now that I have to cache that out to disk to get
> it
> > > > working.
> > > >
> > > > Am I totally off, and it was never supported, or is this a bug?
> > > >
> > > > Thanks,
> > > > Tom
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> > > --
> > > Mark Elendt
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