pelos Posted October 13, 2014 Share Posted October 13, 2014 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? Quote Link to comment Share on other sites More sharing options...
tony Posted October 14, 2014 Share Posted October 14, 2014 Have you looked at using material archives to do the colour part? You use the mantra archive rop to create them and they plug in to the delayed load shader at the bottom. Quote Link to comment Share on other sites More sharing options...
pelos Posted October 18, 2014 Author Share Posted October 18, 2014 I haven't use archive materials, tony by any chance you might have a small hip file ? thanks. =) Quote Link to comment Share on other sites More sharing options...
tony Posted October 20, 2014 Share Posted October 20, 2014 Have a look at the attached file. Hopefully it will help. TA_instance_delayed_load_mat_archive.hip Quote Link to comment Share on other sites More sharing options...
pelos Posted October 21, 2014 Author Share Posted October 21, 2014 mmm how you did the ifd materials? I am missing the files I am assuming you just save the geometry out. Quote Link to comment Share on other sites More sharing options...
tony Posted October 21, 2014 Share Posted October 21, 2014 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. Quote Link to comment Share on other sites More sharing options...
Stalkerx777 Posted October 21, 2014 Share Posted October 21, 2014 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 Quote Link to comment Share on other sites More sharing options...
pelos Posted October 22, 2014 Author Share Posted October 22, 2014 way easier. Quote Link to comment Share on other sites More sharing options...
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