Just came across this post and was trying to do the same thing, I think. No luck figuring it out though. My goal was to be able to emit light the same color as the primitives as well as take a float attribute from the primitive to drive the "power" in the emission node based on a conversion of RGB to HSV in an Attribute VOP. However in all the ways I've tried this, the colors when set from an attribute like Cd using the Color Vertex Attribute node always seem to produce very little color with the majority of the emission seeming to be white. I also tried explicitly setting the Cd via a color node in SOPs with the exact same effect. The color on the geometry itself changes but not the emitted light. I also was not able to figure out how to pass my "value" attribute to the "power" input on the emission texture node. I'll attach a file, perhaps someone here can point out where I've gone wrong.
All the best!
- (53.06 KiB) Downloaded 19 times