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Found 2 results

  1. I want to be able to export custom attributes from inside my own copy of the classic shader. I also want to be able to feed inputs into my custom shader, at the Material Network level. However, there appears to be a conflict. When there are no inputs at the Network level, then the custom attribute is visible in the extra image plane in my mantra node. However, as soon as I connect anything to any input at the Material Network level, then the custom image plane becomes black/zero. Any ideas? I have documented the example hip file with post-it notes, from scene level all the way down to the shader level for navigation. thanks customShaderMaterialArbitraryExportBug.v01.hipnc
  2. Not sure if I missed something obvious but I just wanted to get a sanity check with you guys. I'm trying to create an attribute as well as set the value in vops on a set of points. My old workflow: grid-->Vopsop-->ptnum to randomvop to add attribute vop setting pscale and also creating local var. The above method in H14 results in all values being the same. H14 workflow: grid --> pointvop-->ptnum to randomvop to bind export vop. This workflow works but not sure how I do the var mapping with this method. Any ideas? Thanks in advance!
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