iFight4theUser Posted May 11, 2017 Share Posted May 11, 2017 I've run into this issue a few times now. I have a shader that generates several output variables for extra image planes. The variables that are generated would be really useful in SOPs. The only thing I can think of that would allow me to run the same calculation on each point, is to collapse the SHOP network into an OTL that I could also exist inside a VOP. But the parameters are being driven on the shader and it seems a bit messy to channel reference all the ramps and other parameters. Is there some way to apply the shop_materialpath and then compute and export a variable on a per point basis? Thanks! Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted May 12, 2017 Share Posted May 12, 2017 Usually I would just copy-paste the nodes from a material network and reconnect their global inputs and outputs. As shaders work on pixels and not on points I don't think there is a direct way of exporting its calculations to points, but you could try baking out pixel maps and then import them with attribfrommap. Quote Link to comment Share on other sites More sharing options...
iFight4theUser Posted May 12, 2017 Author Share Posted May 12, 2017 (edited) Thanks Konstantin, I pretty much ended up doing that. I just encapsulated the network into a VOP OTL so that they will both pickup changes. The only trouble now is that I have a ramp parameter on my shader and on my point vop and I can't get them to stay in sync. Edited May 12, 2017 by iFight4theUser Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted May 13, 2017 Share Posted May 13, 2017 Works for me. Did you right-click on the parameters name and say "copy parameter" and then go to the other ramps name and say "paste relative references"? Quote Link to comment Share on other sites More sharing options...
iFight4theUser Posted May 17, 2017 Author Share Posted May 17, 2017 Hey, yeah that totally works. I don't know why I thought that didn't work in the past. Thanks! Quote Link to comment Share on other sites More sharing options...
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