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Drunkenpanda

Switch material based on ROP per Object

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Hello,

I am looking for a way to recreate a maya reflection occlusion setup in Houdini.
I am however unable to figure out how to switch a material on object level based on the active rop. (object level, so not the entire scene has the same material.)


image.png.cc4a7bbc40da0fc020364373e5290421.png

 

This did not work and neither did adding ==1

image.png.c444e784fbdd3e795fec73f87f271197.png

If there is a way to leverage this And have it automatically render both setups as wel as allowing me to use 0 -1 value that whould b probably b the most usefull way.
 

image.png.6da32dc04c2b809d6d6a5635231475af.png


Any help is appreciated.

 

Edited by Drunkenpanda

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We generally just duplicate the object ( or objmerge it into another geo node ), put a different shader on it and use that in the other rop. I suppose you could also set two different OUT nodes in each rop, but I've never bothered 

Screen Shot 2022-02-27 at 3.04.55 PM.png

Screen Shot 2022-02-27 at 3.10.01 PM.png

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