Thanks for the object. Yes, somehow the plugin code can't extract the object information from it. I'll check what's the problem ASAP.
Thanks,
-Juanjo
How to use Octane ORBX SOP ?
Moderator: juanjgon
I've improved the .orbx proxy code to also support this kind of .orbx files. There is still a problem with the viewports preview due to the fact that the viewports don't support the .orbx internal transformations yet, but the rendering should work fine.
Thanks,
-Juanjo
Thanks,
-Juanjo
i am trying to load an .orbx throw the orbx sop.
the orbx load fine in maya and standalone, but in houdini i have the geometry working fine, but the shaders are not working ?
i am on 2020.1.5 + H 18.5.408 on windows.
I am quite sure that shaders could be read with houdini 17.5, are there any new restriction with the loader on 18.5 ?
Cheers
E
the orbx load fine in maya and standalone, but in houdini i have the geometry working fine, but the shaders are not working ?
i am on 2020.1.5 + H 18.5.408 on windows.
I am quite sure that shaders could be read with houdini 17.5, are there any new restriction with the loader on 18.5 ?
Cheers
E
i know where the problem come from.
when you use direct material assignation throw geometry loader input pin, the houdini reader work fine. but when you use a material map assignment, the houdini reader is not able to read it. so i think it is just that at the moment the orbx reader in houdini is not able to understand the material map node.
The big advantage of material map, is that when you update the geometry on an object with 15 shader assign, you just have to replace one connection.
When you use direct assignemnt if you modify the loader you have to reconnect all the 15 shader.
I find them pretty useful.
when you use direct material assignation throw geometry loader input pin, the houdini reader work fine. but when you use a material map assignment, the houdini reader is not able to read it. so i think it is just that at the moment the orbx reader in houdini is not able to understand the material map node.
The big advantage of material map, is that when you update the geometry on an object with 15 shader assign, you just have to replace one connection.
When you use direct assignemnt if you modify the loader you have to reconnect all the 15 shader.
I find them pretty useful.