Texture path reference

Houdini Integrated Plugin

Moderator: juanjgon

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mirocreative
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Hey Everyone,

ran into an issue and can't really figure out what's going on. I have a scene originally set up for Mantra (Principled Shader) and I'm trying to reference base color texture paths from the Principled Shader using 'chs("texture")'.

Works fine for OGL preview in viewport, textures show up correctly, works as expected. However when rendering textures don't show up at all, replaced by black base color.

What did I miss? Any ideas welcome, thanks guys!

Chris.
Screenshot 2023-03-30 041119.jpg
Screenshot 2023-03-30 041146.jpg
Last edited by mirocreative on Fri Mar 31, 2023 6:52 am, edited 1 time in total.
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juanjgon
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If you have a problem related to Solaris and the Hydra plugin, you should post it in the Hydra forum. This is the support forum of the main Houdini plugin.
viewforum.php?f=142

Thanks,
-Juanjo
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mirocreative
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juanjgon wrote:If you have a problem related to Solaris and the Hydra plugin, you should post it in the Hydra forum. This is the support forum of the main Houdini plugin.
viewforum.php?f=142

Thanks,
-Juanjo
My bad, Mantra principled shader instead of Karma. Problem still persists though, any ideas why referencing chs doesn't work at rendertime?
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galleon27
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You might want to share a simplified scene for us to debug.
Referencing paths works.
Screenshot 2023-03-31 093329.jpg
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juanjgon
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Yes, we are going to need an example scene to take a look at it here.

-Juanjo
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mirocreative
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I'd love to share guys, but we have some commercial HDAs in the file :| We managed to figure out, that the scene uses a rather strange string attribute to assign random textures for the book objects. While other renderers have no issue reading these, for some reason Octane can't read these when rendering - OGL viewport preview works fine.

We've dropped a message to the developer and waiting for an extended explanation how exactly the scene is set up.

Thanks!
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mirocreative
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After talking to the HDA dev, it looks like Octane would need to handle material_override for the random textures to work. We have a thread from 2019 where it is mentioned as a planned core feature by juanjgon, but I guess it didn't make it to the production versions.

Case closed 8-)
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