ruchitinfushion Posted October 6, 2017 Share Posted October 6, 2017 (edited) Hi, In Houdini 16 how to bake surface color from vop material ?? See below images for mantra & bake texture node output. Edited October 6, 2017 by ruchitinfushion Quote Link to comment Share on other sites More sharing options...
davpe Posted October 6, 2017 Share Posted October 6, 2017 don't bake Cf. pipe surface color into arbitrary channel and render that as a custom image plane. predefined channels never work for me when baking (or maybe i just did not understood how it's supposed to be used) Quote Link to comment Share on other sites More sharing options...
ruchitinfushion Posted October 6, 2017 Author Share Posted October 6, 2017 I can already render the "cf" from mantra without the need to add any custom image planes. what i want next is to export the "cf" data into texture map so that i could use as emission map to emit either particles or fluids. Thank you Quote Link to comment Share on other sites More sharing options...
davpe Posted October 6, 2017 Share Posted October 6, 2017 use baketexture ROP then Quote Link to comment Share on other sites More sharing options...
ruchitinfushion Posted October 6, 2017 Author Share Posted October 6, 2017 This is what i asked in first post, Mantra render proper but baketexture ROP gives flat white color. Please check my scene file dissolveToy.hip Quote Link to comment Share on other sites More sharing options...
ruchitinfushion Posted October 10, 2017 Author Share Posted October 10, 2017 it was bug in older build..working fine in 16.0.736...One more question, is there any direct way to import/export material shader builder data in SOp ?? Quote Link to comment Share on other sites More sharing options...
davpe Posted October 11, 2017 Share Posted October 11, 2017 unfortunately there is no straightforward way. you would have to build it again in SOPs or render the texture and use it as a source for point colors. theoretically you can copy an paste nodes from mat net to VOP SOP but that generaly doesn' t work well. shame .-/ other way around - from SOP to shader it's very easy thou just by reading geometry attributes. Quote Link to comment Share on other sites More sharing options...
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