siberian711 Posted November 6, 2013 Share Posted November 6, 2013 Dear friends, I am trying to place a different texture map on different boxes that have been copied to a grid. In the 'uvquickshade' node I used this expression : $HIP/texture.`stamp("../copy1", "tex" , 2 )`.jpg to obtain the value of the texture file number (tex) which was calculated as a copy sop stamp variable. However the copy stamping did not work and I always end up with the default value of 2, so only "$HIP/texture.2.jpg" is mapped to all the boxes. What am I doing wrong? I attached the zip of all required files. Thanks odforceEnquiry.zipFetching info... Quote Link to comment Share on other sites More sharing options...
graham Posted November 6, 2013 Share Posted November 6, 2013 Unfortunately you can't simply copy stamp materials like this. The UVQuickShade is applying a material and there's no way to copy/stamp that in this case since the material inside is just being assigned and Houdini is using whatever the values on the node currently are when displaying the textures in the viewer. You would probably be better of making 4 copies of the UVQuickShade with the specific textures assigned and using your stamp expression in a switch. Quote Link to comment Share on other sites More sharing options...
siberian711 Posted November 6, 2013 Author Share Posted November 6, 2013 (edited) Which is what I eventually did. However I was hoping for a more elegant approach and what if I have more than 20 or 30 different textures which I want to randomly assign to copied objects...30 uvquickshades to a switch will be tough. Thanks for your help Graham. Edited November 6, 2013 by siberian711 Quote Link to comment Share on other sites More sharing options...
anim Posted November 6, 2013 Share Posted November 6, 2013 you can override texture on material by creating string attribute of the same name as texture parameter on material and vary texture path in that attribute per polygon using attribcreate, copystamping, vops, literally anything you can as well define overrides in Material SOP an example of varying textures: Quote Link to comment Share on other sites More sharing options...
siberian711 Posted November 7, 2013 Author Share Posted November 7, 2013 Thanks Tomas Was trying to figure out how to apply the map attribute as suggested in many of the similar threads on the forum. Good and simple example. I attach the solution in case anyone needs further clarification in future. solved.zipFetching info... Quote Link to comment Share on other sites More sharing options...
Guido Zanni Posted November 26, 2013 Share Posted November 26, 2013 Thanks for the sample file Siberian. Is possible create a random color, instead of a texture, for each object ? Quote Link to comment Share on other sites More sharing options...
siberian711 Posted November 26, 2013 Author Share Posted November 26, 2013 (edited) Hi Guido, yes it's possible.I attach the sample file with a few solutions. stampingRandColors.hipncFetching info... Edited November 26, 2013 by siberian711 Quote Link to comment Share on other sites More sharing options...
Guido Zanni Posted November 26, 2013 Share Posted November 26, 2013 Hi Mike, Great! I spend some days to figure out the problem. Thank you Quote Link to comment Share on other sites More sharing options...
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