Important and urgent feature request
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Just a thought - what if we used the UVW3 coordinate as a look up into an instance specific texture if we were to support something like this?
- rohandalvi
- Posts: 169
- Joined: Tue Apr 20, 2010 7:39 am
What we need is what octane does with volumes. The way octane can read the Heat and Temperature values on a vdb is what we need for objects. A way to read custom values stored on geometry and then a node which will bring them into the shader.
The UV method is just a work around because luckily Houdini treats UVs as attributes too. So in Houdini it's very simple to transfer any attribute into UVs. But it's still a workaround.
The way you lot made the W coordinate node to read hair length. There needs be a node to read custom geometry attributes.
Also , as I'd said earlier, this isn't just applicable to Houdini. The Alembic format can store custom attributes, so this becomes applicable to octane standalone as well.
In the short term, I'll settle for more uv channels so I can store attributes in that. But as a proper solution we need a proper attribute node that will read custom values without doing the uv workaround. That's how Arnold and Redshift do it.
I really like octane, but being a Houdini user, but not being able to read custom attributes is a major limitation that needs to be solved. Preferably sooner rather than later.
Regards
Rohan
The UV method is just a work around because luckily Houdini treats UVs as attributes too. So in Houdini it's very simple to transfer any attribute into UVs. But it's still a workaround.
The way you lot made the W coordinate node to read hair length. There needs be a node to read custom geometry attributes.
Also , as I'd said earlier, this isn't just applicable to Houdini. The Alembic format can store custom attributes, so this becomes applicable to octane standalone as well.
In the short term, I'll settle for more uv channels so I can store attributes in that. But as a proper solution we need a proper attribute node that will read custom values without doing the uv workaround. That's how Arnold and Redshift do it.
I really like octane, but being a Houdini user, but not being able to read custom attributes is a major limitation that needs to be solved. Preferably sooner rather than later.
Regards
Rohan
Great feedback. Thank you.
Exactly.rohandalvi wrote:What we need is what octane does with volumes. The way octane can read the Heat and Temperature values on a vdb is what we need for objects. A way to read custom values stored on geometry and then a node which will bring them into the shader.
The UV method is just a work around because luckily Houdini treats UVs as attributes too. So in Houdini it's very simple to transfer any attribute into UVs. But it's still a workaround.
The way you lot made the W coordinate node to read hair length. There needs be a node to read custom geometry attributes.
Also , as I'd said earlier, this isn't just applicable to Houdini. The Alembic format can store custom attributes, so this becomes applicable to octane standalone as well.
Pascal ANDRE
Couldn't have said it better myselfrohandalvi wrote:What we need is what octane does with volumes. The way octane can read the Heat and Temperature values on a vdb is what we need for objects. A way to read custom values stored on geometry and then a node which will bring them into the shader.
The UV method is just a work around because luckily Houdini treats UVs as attributes too. So in Houdini it's very simple to transfer any attribute into UVs. But it's still a workaround.
The way you lot made the W coordinate node to read hair length. There needs be a node to read custom geometry attributes.
Also , as I'd said earlier, this isn't just applicable to Houdini. The Alembic format can store custom attributes, so this becomes applicable to octane standalone as well.
In the short term, I'll settle for more uv channels so I can store attributes in that. But as a proper solution we need a proper attribute node that will read custom values without doing the uv workaround. That's how Arnold and Redshift do it.
I really like octane, but being a Houdini user, but not being able to read custom attributes is a major limitation that needs to be solved. Preferably sooner rather than later.
Regards
Rohan
- rohandalvi
- Posts: 169
- Joined: Tue Apr 20, 2010 7:39 am
Just adding to the previous feature request. Attributes should also be able to colour instances. That's really important. Right now the only way to colour instances is via the random colour node. It would be nice to colour them using attribute values or even texture maps.
Regards
Rohan
Regards
Rohan
Hi rohandalvi,
it's already possible to assigne different textures to the gradient node, see this example in Standalone:
viewtopic.php?f=73&t=53839
or c4doctane plugin:
viewtopic.php?f=9&t=60854&p=311418&hili ... re#p311418
ciao beppe
it's already possible to assigne different textures to the gradient node, see this example in Standalone:
viewtopic.php?f=73&t=53839
or c4doctane plugin:
viewtopic.php?f=9&t=60854&p=311418&hili ... re#p311418
ciao beppe
- rohandalvi
- Posts: 169
- Joined: Tue Apr 20, 2010 7:39 am
Hi,
I think I wasn't clear in explaining what I wanted. The idea is that instances should pick up color from the scatter geometry. So if you have a logo uv mapped on a plane and you scatter boxes on that plane, then on a per pixel basis the instance should pick up color from the base geometry.
You can kinda do it with a world space uv map but it only works if the boxes or instances are straight. If they bend or they're deformed then they'll pick up different colours.
I hope this makes it more clear. I don't want to texture instances. I want instances to pick up the texture or attribute color from the base geometry based on it's location on that texture.
I'm putting a couple of links to better explain what I want.
http://www.cgrecord.net/2014/08/maya-xg ... heres.html
http://henri-hebeisen.com/index.php/por ... andscapes/
Regards
Rohan
I think I wasn't clear in explaining what I wanted. The idea is that instances should pick up color from the scatter geometry. So if you have a logo uv mapped on a plane and you scatter boxes on that plane, then on a per pixel basis the instance should pick up color from the base geometry.
You can kinda do it with a world space uv map but it only works if the boxes or instances are straight. If they bend or they're deformed then they'll pick up different colours.
I hope this makes it more clear. I don't want to texture instances. I want instances to pick up the texture or attribute color from the base geometry based on it's location on that texture.
I'm putting a couple of links to better explain what I want.
http://www.cgrecord.net/2014/08/maya-xg ... heres.html
http://henri-hebeisen.com/index.php/por ... andscapes/
Regards
Rohan