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  1. haha, ok. I'll continue to search. I'll also post on the other forum. merry christmas! matt
  2. ps.. my start attached as screenshot.
  3. hey Davpe! I'm having a look now at your file. This helps immensely and makes sense how to approach it. Huge thanks so far! I'm trying to deal with tangent space normal maps, but I'm not sure how to push them correctly into the 'Surface model shader VOP' as there's some vector math nodes involved.. Is there an easy way for this? (the examples in the other shader examples are quite confusing..) matt
  4. Hi, thanks! I'll dig deeper into this. odforce was down yesterday (or I just could not access it those times I tried). I'll let you know asap! matt
  5. hey David! ok, I've had a look .. this indeed looks not too complicated... first: huge 'thank you' for taking the time!! a few questions: ============ 1] when I try to add a node in the vopmaterial node, Houdini bails out of the shader and throws the error 'mantra: Multiple image planes for 'diff_clr' channel in image '. what could this be? 2] is there a technical difference between bringing attribute values into the shader via a 'parameter' node or using the 'bindExport' node? 3] I can't follow the logic behind the red null node with the 'render node' path and the sticky 'use link below to jump to texture bake ROP'. is this ONLY for baking? can you explain? 4] is the following statement correct? - basically you propose using a generic shader model ('surface shader mode') plus a generic node ('compute lighting') that does all the physical calculations on this shader... - additionally, you just drive the different shader channels, including the additional mattes (that need to be defined in the ROP and the bake texture ROP) if you ever need some CityEngine help (procedural cities), let me know! my (own) company: www.vrbn.io cheers! matt
  6. I checked some of the tutorials, but it also seems that lots of things change between versions.. which makes it more difficult to dive into this. I'm currently on 15.5.632 Hope to get an input.
  7. hey .. ! well .. you have the experience .. for an outsider / nocive, it seems daunting... I'll find out soon. hehe. thanks for offering help. Note: the attribution for the shader values will come from upstream and are set procedurally, basically overriding the shader defaults. what I need is a (PBR / as realistic as possible) 'base shader' that does the following: -------------------------------------------------------------------------------------------------------------- ( an analogy of a shader would be a simple material, like e.g. the Cinema4D standard material) shader features: -------------------- - color & texture (multiplied) - emission color, emission intensity (multiplied) - alpha (cut out, e.g. for leafs) - normalmap, with intensity float - opacity (transparency) & IOR float / refraction - reflectivity & reflectymap (multiplied) - roughness & roughnessmap (multiplied) - .. additional, I'll need to be able to texture bake color maps from the shader and additional primitive / point attributes ------------------- - diffuse - reflection (float 0-1) // I won't bake refraction mattes - emission (float 0-1) - tangent space normals - .. if you can get me started with a very simple example of a shader with diffuse color, emission and opacity / refraction. I'm pretty sure I'll understand an example and can extrapolate it for the other components. meanwhile, I do know how to actually bake out the arbitrary vector values as masks by binding the values within the shader. cheers & thanks! matt
  8. ok, wow. that seems like a daunting task - I've never made my own shader .. Sure, once you have your own shader, you have full control. That does make sense... I mean I know which features I need, but I assume I'll struggle a lot. Thanks for the input. I'll dig a bit in this field. Please let me know if you can recommend some good tutorials or such.
  9. Hi, I'm a bit deadlocked currently and did not find an answer via google, the docs, or the sidefx forum. Which typical generic shaders (principled shader, mantra surface, ..) can be used as a versatile shader that allows baking of extra image planes via the ‘baketexture’ ROP? I've seen that for this to work in VOP networks (e.g. created via the 'material shader builder' ), a ‘bind export’ node needs to be defined, to be able to render certain custom mattes. But as I'd like to use default shaders - is this even possible without setting up my own shader with VOPs? Also, is the baketexture ROP supposed to be used with specific shaders (because of attr names)? Any input welcome! Thanks!
  10. YESSSAA. now it works. on small scale for now. hope this will scale nicely. thanks so much for the inputs! MUCH appreciated!
  11. hmm. I am using instancefile (also have tried instancepath) as the attr now, I can see it in the geo spreadsheet of the instance node. the attr is a prim attr, on 5 faces, with different values: op:/obj/geo1/a op:/obj/geo1/b op:/obj/geo1/c op:/obj/geo1/a op:/obj/geo1/a though the instances are not rendered .. does this only work if the 'instance base geo' is points?
  12. Thanks for that link. very useful again! I've seen there's a vex course on cgworkshops. This may be something for me. Though I'm not really a programmer, just sporadically doing scripts. Hope getting an input to my other question in my last post. Thx!
  13. hi, very cool. thanks for this. it makes sense. though I have one other challenge on this. the purple example references an external file via the attribute 'instancefile', while I'm trying to combine this with some knowledge from an other place, where an attribute called 'instancepath' was used, with an example of e.g. 'op:/obj/geo1/box1'. I'm not sure what the difference is, especially the meaning of 'op:'. basically, in the workflow above, with the instance reference, scaling and rotating, I'd like to do this with nodes in the scene, not external files (for now). on an other note: how do you decide which expression or function you do in HScript, VEX or Pyhon? All examples I see everywhere are wildly mixing things, making it very confusing to understand the basic concepts (the @, the attr-->ATTR, and so on.). Is it possible to do everything consistently in Python (I'd prefer that), or would that be too slow / too much code / .. ?
  14. Hi Tomas, thanks for those interesting examples! a question regarding the purple option (1): is it possible to expand this example with rotation and scale attribution? I hope I am able to do the following (as efficient for large amounts of instances) take an attributed point cloud (geometry path in houdini scene, rx, ry, rz, sx, sy, sz) and instance the defined geometries accordingly. any input welcome. thanks in advance! m.
  15. hi .. I tried to figure out how I can set the font when creating a text node in python .. ( I try to follow the code see here: www.warshaw.co.uk/links/scatteredTime.py , but just want to edit the font type.) Any input welcome ! m.