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overriding materials


pelos

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I am trying to instantiate a delay load geometry with different materials properties.

 

 

so I have a point cloud  and I have 1 material node pointing to the delay load and overriding the file property,  and works now I can instantiate a delay load (in my case is just a sphere.bgeo)

 

but now if I add another material and I point at a regular shader and over ride the properties so each sphere have different color.

 

because the shop_material of the delay load is fighting with the shop_material property of the shader,  I just get one or the other =(...

 

is there  a way to fuse the shop_material?

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The ifd materials are created by /out/red_sphere /out/blue_sphere and /out/box. They are set up to run out a single frame and save to the /tmp drive, so if you're running linux you should just be able to go to /out and click render on /out/RENDER and the dependencies will sort everything out, save it to your tmp drive and create a render for you. If you're on windows or mac, you may have to change the output paths.

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I am trying to instantiate a delay load geometry with different materials properties.

 

 

so I have a point cloud  and I have 1 material node pointing to the delay load and overriding the file property,  and works now I can instantiate a delay load (in my case is just a sphere.bgeo)

 

but now if I add another material and I point at a regular shader and over ride the properties so each sphere have different color.

 

because the shop_material of the delay load is fighting with the shop_material property of the shader,  I just get one or the other =(...

 

is there  a way to fuse the shop_material?

 

There are many different approaches to override materials on instances. This days i think you can skip old school "delayed load + idf archive" method. It has some advantages, as well as disadvantages. Try packed primitives, this is much easier. 

 

http://www.sidefx.com/docs/houdini13.0/copy/packed_and_soups

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