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Showing results for tags 'bind'.
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This is probably a dumb question but I'm trying to follow a course to learn Houdini and I'm stuck. I can't get an attribute with Bind node in Attribvop, the attribute I am trying to get is a vertex attribute, I can get the P attr though which is a point attribute. Geometry is imported alembic with vertex maps but it doesn't matter I guess And I have one more question. Seems like the Bind Export node creates points attributes, but in the video I'm trying to follow it creates vertex attributes. So am I missing something, Is it just a difference in houdini versions? Or can you choose what attribute to create? tutor-cubes.hip
Hello, I am trying to set value of shop_disable_displace_shader parameter using Properties VOP inside material. Setting its value manually works without problem, but when I plug some value in this parameter, it won't update anymore. I have created simple setup, where disable_disp attribute from geometry is used as value for shop_disable_displace_shader. Unfortunately, changing disable_disp won't change the state of shop_disable_displace_shader. Same value is set as color, so I am sure Bind VOP inside material is working. Please, does anyone know what is wrong with this setup or how can I make it work? Thanks. Peter properties.hiplc
Hi, I was a vray artist, recently moved to Houdini, and have shader/rendering questions. (sample file: glassShaderBind03.hip) 1. (reference pic: extra image plane.jpg) Are these check-boxes just preset? Are these check-box NOT automatically generated by available passes from materials in a scene, right? Then eventually I might need to find additional pass from VEX builder network and create/extract them by filling out VEX variable? 2. (reference pic: glass_All.jpg, bind.jpg, extra image plane.jpg) I try to create extra image plane like a vray render elements. Let's focus on my glass objects(mantraSurface shader). I used some preset check-box to generate extraImagePlanes. Then, when I combine spec pass, refract pass and reflection pass in a compositing software, it should become the full image because I only use reflection, refraction, and opacity settings. However it's still missing some layers, and especially spec pass is broken, too. I think I need to dive into VEX builder to fix a sort of spec-output-node and also create new bind or parameter nodes in order to generate proper reflection and refraction passes?! I have really no idea about this system! 3. (reference pic: glass_spec11P.jpg, glass_mantra01P.jpg) When I set roughness >0, I can get nice specs. However, render-time gets 3-8 times heavier with opacity. Do we have any optimization in shader and mantra-setting? Thanks! glassShaderBind03.hip