CinnamonMetal Posted November 28, 2018 Share Posted November 28, 2018 At exactly the 37:00 minute of the Houdini 16 Masterclass (Custom Shading). Kai mentions you don't need a HDA to access the Tags for realtime (OpenGL) texture shading; although, when I edit the parameter interface for a material builder, I assume I move the Diffuse Texture Layers from Render Properties to the Existing Parameters then add, for example; Texture#(ogl_tex#) to the Tags on top of what is added by default to the tags, and it will then render the texture in OpenGL, based on the texture in the material builder ? Quote Link to comment Share on other sites More sharing options...
malexander Posted November 28, 2018 Share Posted November 28, 2018 You only need the tag if the parameter isn't a recognized GL parameter. The viewport looks for ogl_tex1 - if it finds it as a parm, it uses that. If not, it looks for a parameter with the ogl_tex1 tag on it. This is so users can generate their own parameters (diffuseMap) without having to tediously channel reference them to a ogl_tex1 parm. Quote Link to comment Share on other sites More sharing options...
CinnamonMetal Posted November 28, 2018 Author Share Posted November 28, 2018 It seems every tag I add to the tags is an GL parameter. For example, if I add OpenGL - Diffuse its assigned the tag name ogl_diff, meanwhile if I add Diffuse Texture Layers - Texture # its assigned ogl_tex#, unless from my understanding this is done automatically ? Quote Link to comment Share on other sites More sharing options...
CinnamonMetal Posted December 3, 2018 Author Share Posted December 3, 2018 @malexander Mostly any tag I add will be a GL parameter, therefore rendering in OpenGL ? Quote Link to comment Share on other sites More sharing options...
malexander Posted December 3, 2018 Share Posted December 3, 2018 If you tag a parameter with one of the recognized OGL tags, and the parameter's type is what is expected (ie, ogl_emission_map is IMAGE_FILE), then it should be recognized by the viewport. The tag names were taken from the names of the original OGL parameters, which still work as well. Quote Link to comment Share on other sites More sharing options...
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