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Showing results for tags 'override'.
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Hi, Im trying to create different overrides for diferent arnold render_out nodes, like takes, or like the render setup in Maya, I know I can use the option of use phantom object or matte in the arnold_out node, but is more powerfull to use overrides, it give us the possibility to override more properties like cast shadows, recieve shadows...etc (I dont know this names exactly right now). The thing is I go to out, and I create a node Set_parameter (arnold node) and I conect this to an Arnold_OUT, in the Set_Parameter I create the path for the section I want to override, in this case is an geometry node (selection: obj/geo1/*) inside for example I put a box for testing, and next I write the attribute I want to override, in this case I want to override the arnold parameter from geometry, in this case I write...for example... subdiv_type = "catclarck" subdiv_iterations = 3 ok, this two parameter are working for me, when I activate that arnold rendere node to render, that parameter change and I can watch it in the render, even also work for me this parameter override: matte = True but, and here is my problem, I really want to override the visibility tab arnold parameter, like visibility rays to camera, self shadows an so on...but I cant it work, in this case I write... visibility_camera = False and this last one no work for me, how can I do for this work??? (visibility_camera for example), I only go to the parameter in geometry, arnold, visibility tab and I let the mouse over the parameter, and in the floating window I can watch the parameter, in this case is ar_visibility_camera but I thing for use this attribute we have to remove the ar_ , but event with this I cant get the override for visibility. I let here the official Arnold web site with Set parameter info... https://docs.arnoldrenderer.com/display/A5AFHUG/Set+Parameter Thanks.
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Hi Guys, is there a way to have tree meshes scattered on a terrain with variance in leaf colour on every single tree so that no two are the same colour? back in the Softimage/ICE days i could scatter points on a terrain mesh and give the points a random colour then i'd create a plant or tree mesh with different materials for bark, leaves etc, in Softimage's node based material builder i would plug in an attribute node into a colour mixer merged in with the leaf texture map, this attribute would read the random colour generated on the scattered points then i'd export the tree mesh as a Redshift proxy at render time the proxies would be loaded in, and each individual tree's leaves would be given an individual colour variation within a specified range based on the random colour from the scattered points this would mean each individual tree would have a unique colour added to its leaves and would be quick in the viewport/quick to render because of RS proxies (it also worked for Arnold standins) I've been trying to do this in Houdini but am hitting a wall, I've tried material style sheets but that requires me to create a different override for each parameter i want to control then assign specific trees to those overrides, its still not giving me unique colour variation per tree, its also quite a pain to set up, on top of that mat style sheets don't work if there's more than one material on a mesh which makes it redundant in this scenario I've also tried user data + attributes + shader switch but again you're using a mixer to switch between different specific shaders that you have to individually build, am i missing something? thanks for your help Houdiniers
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As I understand it, stylesheets give you the opportunity to have multiple conditions per override. I have basically organised my stylesheet with a material per override and then I add in the material assignments per geometry with conditions. However, I have geometry that drops out and renders default grey if I have multiple conditions on the same override. Does that sound familiar? Am I doing stylesheets wrong?
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Hey all, I hope someone can shed some light on this. I have to emit a tonne of particles, more than 20 millions, and instance geometry on them. the bottleneck come when I try to override the color of the instances with the Cd attributes of each points. I would like to ear from you that there is a better way to do this than to use a material sop because it's taking so much time to compute before rendering. Any advice is welcome! Here a sample scn pointinstanceprocedural_v002.hip Thanks in advance ! Doum
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Hi guys, i'm new to the forum and Houdini, and i'm currently diving into Mantra (once again ). And what i would like to achieve is basically a global material override.(For AmbOcc for example) What i tried so far: 1: Adding a shop_materialpath attr. to the subnetwork that is the toplevel node of my structure and overriding it on a take. (Much like Vray Object Property Sets in Maya for example, whose attributes ripple down on all members of the sets).....but that doesnt work i guess 2: Override the shop_materialpath on each geometry node which works fine and is much less a hustle than it sounds at first. But it still needs tweaking, once i add a new object to the scene. 3:PythonFiltering: Which seems like the way to go for me! From what ive read so far, the Houdini scene translation is written in Python and properties like shader assignments can be altered during the process. So i read the documentation and did the following: -Changed the mantra commandline to: mantra -P pythToMyScript/script.py -In wrote the following script: def filterInstance(): print('Filtering: {0}'.format(mantra.property('object:name'))) mantra.setproperty('object:surface', '/obj/shop_net/constant_green_mt') mantra.setproperty('object:overridedetail', 1) print('Im just an a output to confirm i have been called!')[/CODE] -The script is actually called and i get the correct output in the console like so: [CODE]Filtering: ['/obj/enzo_geo_grp/glassRubberGrp/black_behind_window_thing3'] Im just an a output to confirm i have been called![/CODE] -But the last line states an error: [CODE] mantra: VEX error: Unable to load file /obj/shop_net/constant_green_mt.vex Rendering Finished[/CODE] -I added the declare_all_shops parameter to the mantra rop and set it to "Declare all shops" , also i checked on Force VEX Shader embedding -Both materials are just ordinary constant mtls. i dragged into my own SHOP network in /obj/shop_net/. Any ideas on what i am doing wrong here? Thx