Barad-Dur Posted January 4, 2011 Share Posted January 4, 2011 Hello all, I was hoping to get help with the following problem: I am trying to get H11 to use multiple texture maps in a sprite shader. I have a vopnet describing a simple surface shader. The texture map is being referenced in the surfacecolor node in the vopnet (I could just as easily use a texture node though). I thought I could override the attribute in the surfacecolor node with an attribute create and use - filename`$PT%n`.somefileextension (where n = the number of files to use) - as the string in the attribcreate referencing baseColorMap as the Name in the Attribcreate as that is the name of the parameter for the texture map in the surface color node. I am testing using the butterfly1-5.pic files. This is not working and I could use some help. Could someone look at this .hipnc and let me know what I am doing wrong? Thank you. David TEST_02.hipnc Quote Link to comment Share on other sites More sharing options...
anim Posted January 4, 2011 Share Posted January 4, 2011 you need to do 2 things 1. create Parameter VOP named baseColorMap in VOPs to drive baseColorMap input of surface color VOP. Because only Parameter VOPs serve for importing attributes from geo. 2. include attribute name (baseColorMap) in attributes parameter of sprite shader, so it will inherit it and pass it to the surface shader TEST_02_fix.hipnc Quote Link to comment Share on other sites More sharing options...
sanostol Posted January 4, 2011 Share Posted January 4, 2011 (edited) Hi, in Your surface shader You have to add a parameter with the name "baseColorMap" so Your shader gets the baseColorMap attribute, without the shader You it does not catch it. it is not enough to name the parameter like it is called in the texture node and add it in the sprite procedural attributes, like anim already suggested Martin Hello all, I was hoping to get help with the following problem: I am trying to get H11 to use multiple texture maps in a sprite shader. I have a vopnet describing a simple surface shader. The texture map is being referenced in the surfacecolor node in the vopnet (I could just as easily use a texture node though). I thought I could override the attribute in the surfacecolor node with an attribute create and use - filename`$PT%n`.somefileextension (where n = the number of files to use) - as the string in the attribcreate referencing baseColorMap as the Name in the Attribcreate as that is the name of the parameter for the texture map in the surface color node. I am testing using the butterfly1-5.pic files. This is not working and I could use some help. Could someone look at this .hipnc and let me know what I am doing wrong? Thank you. David Edited January 4, 2011 by sanostol Quote Link to comment Share on other sites More sharing options...
Barad-Dur Posted January 4, 2011 Author Share Posted January 4, 2011 anim, Thank you very much. This solved the problem. you need to do 2 things 1. create Parameter VOP named baseColorMap in VOPs to drive baseColorMap input of surface color VOP. Because only Parameter VOPs serve for importing attributes from geo. 2. include attribute name (baseColorMap) in attributes parameter of sprite shader, so it will inherit it and pass it to the surface shader Quote Link to comment Share on other sites More sharing options...
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