artzor Posted February 5, 2009 Share Posted February 5, 2009 hi guys, i'm doing a little project for a friend and need some help... i want to scatter points on a surface and then use a copy sop to get a bunch of random planes, and i want them to have different textures so i'm thinking somehow getting rand($PT) from the scattered points into the material to drive a switch operator which just has different textures coming into it... but i can't get it to work thanks! Quote Link to comment Share on other sites More sharing options...
AndrewVK Posted February 5, 2009 Share Posted February 5, 2009 (edited) Try this sop: http://www.sidefx.com/exchange/info.php?fi...p;versionid=590 Edited February 5, 2009 by AndrewVK Quote Link to comment Share on other sites More sharing options...
artzor Posted February 5, 2009 Author Share Posted February 5, 2009 (edited) thanks AndrewVK, but i do really want to learn how to do this myself -edit - haha, figured it out, you can just stamp a rand($PT) and then in a material operater add a local overide with the stamp as an integer value... houdini is niiiiicccceee!!! Edited February 5, 2009 by artzor Quote Link to comment Share on other sites More sharing options...
AndrewVK Posted February 5, 2009 Share Posted February 5, 2009 "Local Overrides" from "Material Sop" may help Assign material... Add "Local Override"... Select any parameter (texture name in your case)... Replace texture name with an expression Quote Link to comment Share on other sites More sharing options...
artzor Posted February 5, 2009 Author Share Posted February 5, 2009 working great which leads me to the next challenge, how this applies to instanced points instead of scattered points...??? Quote Link to comment Share on other sites More sharing options...
AndrewVK Posted February 5, 2009 Share Posted February 5, 2009 working great which leads me to the next challenge, how this applies to instanced points instead of scattered points...??? Turn on "Use Template Point Attribute" (Copy Sop -> Attribute Tab ) Put this string: shop_materialpath material_override to "To Primitive" field Quote Link to comment Share on other sites More sharing options...
artzor Posted February 7, 2009 Author Share Posted February 7, 2009 (edited) thanks again AndrewVK my last question on this subject, my shader setup is quite tedious now... i've stamped a rand($PT) and put that through to local overides in the material op. then i'm using the local overide parameter to flip a switch node which has lots of strings(images) going into it... is there a way to get the local overide parameter into one string, so if i have images 0.jpg, 1.jpg 2.jpg etc i can just go images\`switcher`.jpg make sense? edit : it works with paramters like `$F` in the string name but i can't seem to get the value from the local overide (which came from copy stamping) Edited February 7, 2009 by artzor Quote Link to comment Share on other sites More sharing options...
AndrewVK Posted February 7, 2009 Share Posted February 7, 2009 Not sure if it is possible without scripting... I have had the same problem few month ago I wrote "ShowAmAll" especially for this kind of tasks... Quote Link to comment Share on other sites More sharing options...
Darric Posted February 12, 2009 Share Posted February 12, 2009 Not sure if this is the sort of thing you're looking for? insttext.rar Quote Link to comment Share on other sites More sharing options...
swap Posted May 13, 2014 Share Posted May 13, 2014 Not sure if this is the sort of thing you're looking for? Whoa! simplest and quickest ! Quote Link to comment Share on other sites More sharing options...
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