Point Color work around

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Point Color work around

Postby Fake Pilot » Sat Feb 27, 2016 4:51 pm

Fake Pilot Sat Feb 27, 2016 4:51 pm
Hello,

I believe the biggest "flaw" with Octane Render for Houdini is that you cannot render out point colors ($Cd).
I found this tutorial on Game Tutors, that explains how to bake out your point colors to an image texture.
This workflow is a good work-around... :-)

http://www.gametutor.com/live/tutorials/houdini/convert_vertexcolor_texture/

Basically, you make a ROP Network, add a Bake Texture node in there, select your UV Object (that of course needs to have UV's),
render out that objects colors as an Output Picture to JPG or PNG (Octane did not accept a PIC) and then attach that picture with an Octane Material.

Maybe you can output directly to the Octane Material without a file? I don't know...
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Re: Point Color work around

Postby juanjgon » Sat Feb 27, 2016 7:29 pm

juanjgon Sat Feb 27, 2016 7:29 pm
Yes, it is a nice workaround. Let me think about it, but I hope that once we have the OSL feature in place to write custom plugins, we can full support the Houdini attributes.

-Juanjo
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Re: Point Color work around

Postby Evgen » Sat May 21, 2016 6:58 pm

Evgen Sat May 21, 2016 6:58 pm
its absolutely neccessary to have ability to use custom attributes!
Its most important feature of Houdini and it is not supported in octane.
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Re: Point Color work around

Postby juanjgon » Sat May 21, 2016 10:51 pm

juanjgon Sat May 21, 2016 10:51 pm
Evgen wrote:its absolutely neccessary to have ability to use custom attributes!
Its most important feature of Houdini and it is not supported in octane.


I agree. The Octane team is aware about this limitation, and I hope that after this first Octane 3.0 release, we can work on it. Anyway also I am thinking about some workarounds in case this feature could take longer to be supported by Octane.

Thanks,
-Juanjo
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Re: Point Color work around

Postby Hampayon » Sun May 22, 2016 10:08 am

Hampayon Sun May 22, 2016 10:08 am
Reading point/prim attributes is really paramount.
Second on my list would be supporting native houdini vop/shops noises and other procedurals.
More like the mantra integration is a far fetched dream I guess :)
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Re: Point Color work around

Postby s---70 » Tue May 31, 2016 5:08 pm

s---70 Tue May 31, 2016 5:08 pm
Whats the plan when to release this functionality? Do you have a beta planned? Would definitely trade stability for attribute access ;-)
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Re: Point Color work around

Postby anodin » Mon Jun 06, 2016 1:52 am

anodin Mon Jun 06, 2016 1:52 am
I have the V3.
I don't find any node to have access to attributes in the octane_vopnet.

This feature is support now, i hope ?
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Re: Point Color work around

Postby juanjgon » Mon Jun 06, 2016 8:01 am

juanjgon Mon Jun 06, 2016 8:01 am
Sorry, I know that the support of custom attributes is very important for all the Houdini users, but I'm afraid that Octane doesn't have this feature yet. Currently Octane doesn't have the tools to add custom attributes to the objects at point, polygon, instance, hair or particle levels, and it doesn't have a shader node to get this kind of information at shading level.

This feature is planned for the 3.x dev. cycle, but I don't have more news about it yet.

Thanks,
-Juanjo
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Re: Point Color work around

Postby anodin » Mon May 01, 2017 3:19 am

anodin Mon May 01, 2017 3:19 am
Hello!
i come take some news about some : Get Attributes node in the vopnet = node for dreamers ^^
I see a trick with UV but it's only works with particules not mesh.
Thx for giving some news.
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Re: Point Color work around

Postby rohandalvi » Mon May 01, 2017 5:07 am

rohandalvi Mon May 01, 2017 5:07 am
Maybe this video can help. It can't get point colors but you can use any other attribute by storing it in the uv channel. Works for any kind of mesh.

[vimeo]https://vimeo.com/172594655[/vimeo]

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