Jump to content
syntheticperson

Material Network Shader Input and Custom Bind Export Conflict

Recommended Posts

I want to be able to export custom attributes from inside my own copy of the classic shader.
I also want to be able to feed inputs into my custom shader, at the Material Network level.
However, there appears to be a conflict.
When there are no inputs at the Network level, then the custom attribute is visible in the extra image plane in my mantra node.
However, as soon as I connect anything to any input at the Material Network level, then the custom image plane becomes black/zero.
Any ideas?
I have documented the example hip file with post-it notes, from scene level all the way down to the shader level for navigation.
thanks

customShaderMaterialArbitraryExportBug.v01.hipnc

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×