ParticleSkull Posted March 19, 2017 Share Posted March 19, 2017 (edited) Guys, I guess it might be a veeery silly question but I just can't do it. How do I display textures on viewport? In this case I have this ramp applied (not an image texture) Thx! Alvaro Edited March 19, 2017 by ParticleSkull Quote Link to comment Share on other sites More sharing options...
Atom Posted March 19, 2017 Share Posted March 19, 2017 (edited) You're not alone, I can't get it to work either. I sit here imagining all those latte sipping designers using other 3D apps where the viewport just "works". Ah the life... Meanwhile, back to the Houdini cave... Edited June 5, 2018 by Atom 1 Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted March 19, 2017 Author Share Posted March 19, 2017 omg, it doesn't work? It will be impossible to work without it! Quote Link to comment Share on other sites More sharing options...
Noobini Posted March 19, 2017 Share Posted March 19, 2017 (edited) keyword is Material in D>Effects>Use Materials Tho, I don't quite understand it...in Atom's case...if I use UVquickshade...it shows immediately...if I sub in the Mandril.pic...I have to turn on Use Materials...when I haven't assigned any material yet...plot thickens.... Edited March 19, 2017 by Noobini 1 Quote Link to comment Share on other sites More sharing options...
Guest tar Posted March 19, 2017 Share Posted March 19, 2017 there's a few different things going on here - the first post is a Vop ramp, which doesn't render to GLSL, the second is a material that most likely doesn't have a OpenGL tag for the texture but it does bring up that H16 is meant to have better OpenGL tagging. Quote Easy OpenGL tagging of shader attributes for viewport visualisation. Instead of creating hidden OpenGL parameters with channel references, you can now tag parameters on your material as representing one or more OpenGL values. haven't seen how this works in practice yet. Quote Link to comment Share on other sites More sharing options...
younglegend Posted March 19, 2017 Share Posted March 19, 2017 (edited) A quick and simple work around is to do all the vop stuff in cops and project it on the object using (op:/cops path) in UV quick shade. You might have to slide the view port window for the texture to update .I've attached a test file. Cheers! coptex_H16.hipnc Edited March 19, 2017 by kishenpj 1 Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted March 19, 2017 Author Share Posted March 19, 2017 Thx guys!@Noobini, Use Material is already on :/@kishenpj, thx for the file! It is a good workaround but, unfortunatelly, it's not as pratical as working in shops. I hope sidefx find a way to make it work soon. Cheers, Alvaro Quote Link to comment Share on other sites More sharing options...
younglegend Posted March 19, 2017 Share Posted March 19, 2017 For the time being ya. For my shading personal projects i bring the desired patterns using cops just to visualize. Once happy, i copy everything i did in cop vops to shops material builder. 1 Quote Link to comment Share on other sites More sharing options...
vinyvince Posted June 9, 2020 Share Posted June 9, 2020 On 19/03/2017 at 10:11 PM, younglegend said: A quick and simple work around is to do all the vop stuff in cops and project it on the object using (op:/cops path) in UV quick shade. You might have to slide the view port window for the texture to update .I've attached a test file. Cheers! coptex_H16.hipnc I tried this approach on a complex Vop network instead of P i could only feed x/ y and z with a constant , but does not really match and more problematic it is not refreshing excepted with toggle off/on material preview 1 Quote Link to comment Share on other sites More sharing options...
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