andrejklimov Posted December 15, 2017 Share Posted December 15, 2017 Hello All, I have created a model in Houdini which consists of 6 different sections. All those areas have their unique Point attribute, so I merged everything into one object with the help of VDB and transferred all the point attributes. I would like to have a different shader on all those 6 sections of the geometry. My approach was to create one Redshift Shader network and with the help of Blend material and Unique attributes for Blend weight, separate all shaded areas. But for one of the areas I needed to use separate Blend Material and a different displacement. So do I need to create Groups based on those Unique attributes and assign shader within the geometry node with 6 unique Redshift Shader networks? Or there is a way to assign those 6 shaders by the attribute? Quote Link to comment Share on other sites More sharing options...
Atom Posted December 15, 2017 Share Posted December 15, 2017 (edited) Yes, assign a @shop_materialpath to each group of primitives. Edited December 15, 2017 by Atom Quote Link to comment Share on other sites More sharing options...
andrejklimov Posted December 15, 2017 Author Share Posted December 15, 2017 Thank you, Atomic your Link Page is Priceless. It is a single primitive with 6 unique Point attributes. Would you like me to create point group based on the parameter and assign Material to that group? Is there a way to make the border area where 2 attributes connect more gradual to have a more organic look? Quote Link to comment Share on other sites More sharing options...
Atom Posted December 15, 2017 Share Posted December 15, 2017 (edited) One approach would be to apply a single material to each of the 6 sections before you convert it to a VDB. Then attribute transfer or attribute copy the @shop_material path from that original source to the resulting VDB convert mesh to reestablish those materials. Can you post an example file? Edited December 15, 2017 by Atom Quote Link to comment Share on other sites More sharing options...
andrejklimov Posted December 15, 2017 Author Share Posted December 15, 2017 Ok, i will try that approach. Yes sure, I will create the simplified version of the .hip and post it this evening. Quote Link to comment Share on other sites More sharing options...
andrejklimov Posted December 17, 2017 Author Share Posted December 17, 2017 On 12/15/2017 at 2:42 PM, Atom said: One approach would be to apply a single material to each of the 6 sections before you convert it to a VDB. Then attribute transfer or attribute copy the @shop_material path from that original source to the resulting VDB convert mesh to reestablish those materials. Can you post an example file? Please see file in attachment. I have tried 2 approaches but it didn't work. When i apply material as a primitive attribute i cant transfer it. But when I use it as point attribute it does not affect the geometry. ShaderTest003.hip Quote Link to comment Share on other sites More sharing options...
Atom Posted December 17, 2017 Share Posted December 17, 2017 (edited) Here is what I was thinking... @Cd goes on points and @shop_materialpath should remain on primitives. ap_ShaderTest003.hipnc Edited December 17, 2017 by Atom Quote Link to comment Share on other sites More sharing options...
andrejklimov Posted December 18, 2017 Author Share Posted December 18, 2017 It is working Atom. Thanks a lot. Probably will have to add more subdivision to make the material border invisible. I will keep rendering my composition and post the result here. Quote Link to comment Share on other sites More sharing options...
andrejklimov Posted December 22, 2017 Author Share Posted December 22, 2017 Good Afternoon, Thanks for your help Atom. Please see attachment for the final composition. 1 Quote Link to comment Share on other sites More sharing options...
Atom Posted December 22, 2017 Share Posted December 22, 2017 Looks great, some kind of medical interior. Quote Link to comment Share on other sites More sharing options...
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