DaJuice Posted August 15, 2010 Share Posted August 15, 2010 Hi all, I'm having some trouble building otl interfaces for shaders in H11. Lets say I start off with the Material Shader Builder node and dive in. I plug a color parameter into Cf, which automatically gets promoted to the top in the Material Shader Builder parameters. I'm happy with this shader and call it done for the time being. I create a digital asset from it and the Type Properties window pops up, where I want to build the interface (tabs for surface, displacement, OpenGL, etc). I right-click on my color parameter and go 'Export parameter to Type Properties'. The end result is a conflict/recursion error. What's the proper way to go about this? Thanks. Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted October 25, 2010 Share Posted October 25, 2010 (edited) Hi all, I'm having some trouble building otl interfaces for shaders in H11. Lets say I start off with the Material Shader Builder node and dive in. I plug a color parameter into Cf, which automatically gets promoted to the top in the Material Shader Builder parameters. I'm happy with this shader and call it done for the time being. I create a digital asset from it and the Type Properties window pops up, where I want to build the interface (tabs for surface, displacement, OpenGL, etc). I right-click on my color parameter and go 'Export parameter to Type Properties'. The end result is a conflict/recursion error. What's the proper way to go about this? Thanks. The only luck I've had at building interfaces so far for H11 shaders is to create a surface shader material Shift+C it, then in that weird mid level build the interface there. Building the interface at the top stinks because as soon as you promote parameters you loose it, and you can no longer build the interface at the vop layer in the output node. I haven't had any errors called out side of having the random loose node floating in my shader. Pretty bad when a loose add or multiply node causes the whole shader to turn white and break. It is only after this work that I create my .otl, annoying but it is a workflow that works on complex shaders. Edit... Looked at your picture you can't have parameter named one of the global variables like it says, if you just change the name it should be fine. I've tried overwriting the alpha export Af with an export parameter and it won't let me because of that same error. That is why most of the parameters for color are called baseColor or such. Edited October 25, 2010 by LaidlawFX Quote Link to comment Share on other sites More sharing options...
DaJuice Posted October 25, 2010 Author Share Posted October 25, 2010 Hi Ben, it turned out to be an incomplete implementation of HDA interfaces for VOPs. It's been fixed since then. http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=20507 Quote Link to comment Share on other sites More sharing options...
Mzigaib Posted November 1, 2010 Share Posted November 1, 2010 (edited) I am having a similar problem on build 504 where if I save my shader to OTL and my parameters are directly on the top level of the shader. If I load the OTL it looses the folder organization and mess up all the parameters, it gives me messages like "skipping unrecognized folder", as long I don't revert the layout it´s fine but if I do I have to organize all again, but it continues to loose the parameters if if I save and load it again. Yes it seems that I only have this problem with mantra shader builder. Anyone else having this problem? Edited November 1, 2010 by Mzigaib Quote Link to comment Share on other sites More sharing options...
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