Jump to content


  • Content count

  • Donations

    10.00 CAD 
  • Joined

  • Last visited

Community Reputation

2 Neutral

About Deepwell

  • Rank

Personal Information

  • Name
    Johannes Tiefenbrunner
  • Location
  1. Hi, I created a material as a digital asset. Works fine. But when I put it inside a material builder it creates totally weird alpha artefacts! (see screenshot). To make sure it's not my asset I created the same situation with a super-simple structure (just a standard principled shader encapsulated as a digital asset and put that in a material builder - see example scene). Same result... Is there something special one needs to do do make a digital material asset work inside a material builder node? digital_asset_material.hiplc johannes_my_asset.hdalc
  2. Rest position in layered material

    Attach the corrected scene with a working rest pos binding also in layer mode. layered_shader_rest_pos.hiplc
  3. Rest position in layered material

    JFYI: I received input on the SideFX forum: It turns out that to make the bindings also work in layer mode you have to add them as a parameter with "Has Corresponding Connector" active and the "Invisible" also. See screenshot. Then the binding will also work when using the material not directly but as input to a layer mix. (PS: I mixed up two topics before and put the answer to a different question here - hence the edit...)
  4. Rest position in layered material

    Hi all! I'm trying to create a layer material and it works fine so far - using it in a mix works as expected. But when I try to use attributes, e.g. the rest position, the binding fails as soon as I use the material as a layer. When I use it directly (assigned it directly to a geo) the binding works fine. And when I use it as a layer (and assign the layer mix to the geo) every other aspect also works fine - just the rest position suddenly is not known anymore (although the geo has not changed and still has the rest pos of course). Attached is a sample scene. The custom shader ("myshader") has a parameter "use_rest". With that you can switch it from using the usual P to using the rest position instead. You can assign the "myshader" material directly to the sphere (everything works fine with both, P and rest) or assign the "layermix" to it (only works with P but not rest). Any ideas? Regards Johannes layered_shader_rest_pos.hiplc