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Re: Point Color work around
Posted: Mon May 01, 2017 3:52 pm
by anodin
Yes i saw, it use a grayscale gradient and then a lookup to apply colors gradient.
i don't understand why a vector3 uvw can't be transfer to vector3 rgb ?
It will be a futur update or it will never append ?
Re: Point Color work around
Posted: Tue May 30, 2017 7:42 pm
by ThomasRonning
So when will Octane support attributes?
Re: Point Color work around
Posted: Wed Jun 07, 2017 8:49 pm
by tigher
Can octane please support limitless custom attributes of float and vector types. Please. Just knowing if this is being worked on would be nice, it's the most important feature.
Re: Point Color work around
Posted: Thu Jun 08, 2017 3:24 am
by rohandalvi
I don't think it will happen till octane 3.1, which is when we'll get programable shaders. That should give the ability to read attributes. With the current timeline I'll say that won't happen till October or November. That's my guess.
Unless if the new C API will allow the developers to do that. I don't know what that means but it's mentioned in the OTOY slides from their GTC 2017 presentation. That's a feature in 3.07 which should be available in about 3-4 weeks. The developers said that they're going to go stability tests for the next 2 weeks and then announce availability.
https://www.slideshare.net/mobile/OTOYI ... 7-76278133
Also I have figured out a way to read point colours in Houdini. Not just float values. I'll make a tutorial for it soon.
Here's the link to that thread. What's shown their uses all 3 uv channels but after another user explained you can store point colours using just 2 uv channels.
viewtopic.php?f=9&t=61155
Regards
Rohan
Re: Point Color work around
Posted: Thu Jun 15, 2017 1:26 am
by anodin
Wow Thx Rohan
Good trick during the waiting ^^