In Copernicus, can you drive a switch with an attirbute?
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- animationalex
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Using Karma in the stage context, I have a simulation I made of some ropes, I would like to use the same material for all of them, but for them to have different diffuse patterns. In rendering engines I am comfortable with, I would give each rope an "index" with connectivity, then use that attribute on a switch in that material so that the materials diffuse is different depending on that attribute on the different geometry. I am not sure how to do this in the Copernicus context, or if it is even possible. Thank you
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- tamte
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Most likely you want to generate separate textures in Copernicus and use switch in the shader based on your index primvar
Copernicus textures are created before the render so there is no way to regenerate the texture on the fly based on which object is being rendered if they overlap the same portions of the uv space
If however you have your ropes occupy different portions of the same uv space you can Rasterize your rope index into a layer and use that to switch the pattern in Copernicus to generate a single texture
Copernicus textures are created before the render so there is no way to regenerate the texture on the fly based on which object is being rendered if they overlap the same portions of the uv space
If however you have your ropes occupy different portions of the same uv space you can Rasterize your rope index into a layer and use that to switch the pattern in Copernicus to generate a single texture
Edited by tamte - July 25, 2024 16:58:56
Tomas Slancik
FX Supervisor
Method Studios, NY
FX Supervisor
Method Studios, NY
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- animationalex
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