IMG_operator

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IMG_operator

Postby tahircg » Fri Mar 25, 2016 12:38 pm

tahircg Fri Mar 25, 2016 12:38 pm
Guys, Can you do it?
I think,
what need to add string option input texture node,
where we can write a path to img context

operator_texture_01.jpg


in VEX example for understanding my question
operator_texture_02.jpg
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Re: IMG_operator

Postby juanjgon » Fri Mar 25, 2016 2:26 pm

juanjgon Fri Mar 25, 2016 2:26 pm
The problem is that Octane always reads the textures from image files at scene extraction and loading time, so this kind of operators are not going to work. Perhaps you could try to output your ramp texture to a physical file (a bmp or jpg file, for example), that the Octane texture image node can read.

Anyway let me check if for the future I could add some kind of rasterization node to import in Octane image data available from other Houdini image operators.

-Juanjo
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Re: IMG_operator

Postby tahircg » Fri Mar 25, 2016 3:30 pm

tahircg Fri Mar 25, 2016 3:30 pm
Thanks for answer,
no problem about ramp, its only example :roll:
The big strantgh of houdini manage context's inside file
and will be good add this function to your octane library ;)
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Re: IMG_operator

Postby Hampayon » Sun May 22, 2016 10:39 am

Hampayon Sun May 22, 2016 10:39 am
juanjgon wrote:Anyway let me check if for the future I could add some kind of rasterization node to import in Octane image data available from other Houdini image operators.

-Juanjo



This would be amazing, if octane could read the output of a vop/cop/shop from a bind export.
If all else fails, maybe having mantra render out bitmaps as a preprocessing stage that octane automatically would read could be a workaround?
You're doing an amazing job considering what standalone supports/doesn't support. 8-)
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