protean
protean
About Me
Connect
LOCATION
Not Specified
ウェブサイト
Houdini Engine
Availability
Not Specified
Recent Forum Posts
MaterialX - Get light ray direction? 2024年12月2日9:13
Hi, I've been trying to do various things related to this. I can get coordsys to do what I need but there is a note in the docs:
Coordinate Systems works, as does a camera path but I haven't managed to get 'paths to an xformable prim' to work. Perhaps it's a syntax issue?
PARAMETERS
Space
The space to which the position should be transformed.
Karma supports paths to an xformable prim, or a camera. Also supported are Coordinate Systems.
Coordinate Systems works, as does a camera path but I haven't managed to get 'paths to an xformable prim' to work. Perhaps it's a syntax issue?
Writing USD to disk that references a geometry sequence 2023年11月16日10:12
Hi,
I've stumbled upon this thread and looked into the example. There's an issue with the geo path in the swirl_mesh_topology usd in that it is a full path. In the swirl_mesh.usda they are relative. Is this by design? I have to manually/post process this usda to have a relative path to work cross platform at the moment. Well, when I say 'work', it works OK but there will be problems if the metadata is required.
Cheers,
J
I've stumbled upon this thread and looked into the example. There's an issue with the geo path in the swirl_mesh_topology usd in that it is a full path. In the swirl_mesh.usda they are relative. Is this by design? I have to manually/post process this usda to have a relative path to work cross platform at the moment. Well, when I say 'work', it works OK but there will be problems if the metadata is required.
Cheers,
J
Material Library Best Practice 2023年7月3日12:47
Hi,
I notice that the material library becomes sluggish very quickly when one is left to noodle. In this example I've created 64 Principled shaders and connected a singular UV Triplanar Project to illustrate the issue. If I now try and edit the network, I can be waiting 10s of seconds for an update.
This example is a bit silly and one could be using 'material builders' to segregate the shaders and prevent the whole library compiling when adding nodes etc. Even so, some single shaders can become quite complex during developments so I suppose we'd need to find other ways to approach look development to mitigate this slowness.
J
I notice that the material library becomes sluggish very quickly when one is left to noodle. In this example I've created 64 Principled shaders and connected a singular UV Triplanar Project to illustrate the issue. If I now try and edit the network, I can be waiting 10s of seconds for an update.
This example is a bit silly and one could be using 'material builders' to segregate the shaders and prevent the whole library compiling when adding nodes etc. Even so, some single shaders can become quite complex during developments so I suppose we'd need to find other ways to approach look development to mitigate this slowness.
J