Atom Posted September 10, 2015 Share Posted September 10, 2015 (edited) Hi All, I have an agent that is fully textured. I want to use the agent in a sim. When I click the Populate tool from the crowd shelf I do get new copies of my agent but they have no texture. How do I migrate my previous material/texture from my original agent to all the copies in the sim? Is there some extra step I need to do during agent baking to insure my materials will appear in the sim? NOTE: My agent is made up of two sperate objects each with their own material/texture map. Edited September 15, 2015 by Atom Quote Link to comment Share on other sites More sharing options...
edward Posted September 12, 2015 Share Posted September 12, 2015 The easy way is to assign the material to the object containing the agents. Quote Link to comment Share on other sites More sharing options...
Atom Posted September 12, 2015 Author Share Posted September 12, 2015 Is that just typically the crowd_source node? Quote Link to comment Share on other sites More sharing options...
edward Posted September 13, 2015 Share Posted September 13, 2015 Yep, in the default setup, that would be in the Material parameter on the /obj/crowdsource node. Quote Link to comment Share on other sites More sharing options...
mosy252 Posted September 13, 2015 Share Posted September 13, 2015 (edited) and how to asign random texture to default houdini agent? Edited September 13, 2015 by mosy252 Quote Link to comment Share on other sites More sharing options...
Atom Posted September 13, 2015 Author Share Posted September 13, 2015 (edited) That can be done by assigning a Material Style Sheet text box to the node where the material resides (you must edit the parameter interface to do this). Then you can "override" the single material with other materials or modify specific parameters of the base material based upon the agents count or group participation. Not totally random but if you extend the JSON deffinition of the stylesheet to include many, many changes it can give the appearance of random colors. Example: Swap the diffuse bit map of a Mantra Surface with another texture only for agents in the redgents group. { "styles": [ { "target" : {"group":"redagents"}, "overrides" : {"materialParameters":{"baseColorMap":"$HIP/textures/rock_golem/forest-monster-skin_red.png"}} } ] } Edited September 13, 2015 by Atom Quote Link to comment Share on other sites More sharing options...
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