Emissive 'power' from vertex float attribute

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Emissive 'power' from vertex float attribute

Postby caseyhupke » Wed Jul 08, 2020 8:08 pm

caseyhupke Wed Jul 08, 2020 8:08 pm
I can not seem to figure out how to drive emissive power from any attribute, here is how I was trying to do it.
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emission_issue.zip
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Re: Emissive 'power' from vertex float attribute

Postby caseyhupke » Wed Jul 08, 2020 8:40 pm

caseyhupke Wed Jul 08, 2020 8:40 pm
SOLVED!

The answer was to use a vector float attribute for power, and not a float.
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Re: Emissive 'power' from vertex float attribute

Postby juanjgon » Thu Jul 09, 2020 9:17 pm

juanjgon Thu Jul 09, 2020 9:17 pm
Ok. Thanks. I'm glad everything works now.

Thanks,
-Juanjo
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Octane plugin development and support: LightWave and Houdini
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Re: Emissive 'power' from vertex float attribute

Postby rknightley » Thu Jan 07, 2021 1:13 am

rknightley Thu Jan 07, 2021 1:13 am
Hello All,

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!
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Re: Emissive 'power' from vertex float attribute

Postby WoutTgh » Fri Jan 08, 2021 7:36 pm

WoutTgh Fri Jan 08, 2021 7:36 pm
Hi,

it seems to work if you change the sampling rate on the emission node in the material to 0. Feels like a bug :)


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