Hi,
Sorry if this topic came up in the past.
Is there any chance of implementing some kind of layering node or at the very least an add node?
Thanks alot. Would save alot of time back and forth from photoshop or cop network.
Yaniv
texture layering node or at least an Add node?
Moderator: juanjgon
To mix texture nodes? Currently you only have the texture mix nodes (mix, cosine mix and multiply texture nodes). I hope that this kind of tools will be easy to add once we can write shader nodes using the upcoming OSL feature.
-Juanjo
-Juanjo
Hi
Returning to this post, I'm just wondering if there is any chance of implementing an Add node to the shading network until OSL becomes available. I have a workaround for using vertex colors by mapping colors to 2 uv sets and then using gradients to rebuild the color in the shader. But I can't think of a way to add the separate channels with the available tools.
Thanks
Yaniv
Returning to this post, I'm just wondering if there is any chance of implementing an Add node to the shading network until OSL becomes available. I have a workaround for using vertex colors by mapping colors to 2 uv sets and then using gradients to rebuild the color in the shader. But I can't think of a way to add the separate channels with the available tools.
Thanks
Yaniv
Hmm, I think that I don't understand your workflow, but anyway if you need a new node not available yet in Octane, the answer is the same: we can't add new nodes to Octane until we have the OSL support in place.
Thanks,
-Juanjo
Thanks,
-Juanjo
Not sure if that would a possible use for it but would the scripted node allow a temporary implementation of Adding 2 colors together? If so, can u expose this node in Houdini?
My workflow is (at SOP level) taking vertex color and writing it out as uvs. for example red -> uv[0], green -> uv[1] and blue -> uv2[0]. Then inside the octane shader I could use the projectionUVW to get these values and map gradients for each color channel and this is where the add node would come in.
Attached is a sample render of multiplying 3 gradients together which is obviously incorrect but I think shows promise that it could potentially work.
I'm also trying to think of an HSV approach but I can't find a way to connect a gradient (vector output) to a float input of say, a color correction node.
If you have any ideas to make this happen it would greatly help me with a current project.
Thank you
My workflow is (at SOP level) taking vertex color and writing it out as uvs. for example red -> uv[0], green -> uv[1] and blue -> uv2[0]. Then inside the octane shader I could use the projectionUVW to get these values and map gradients for each color channel and this is where the add node would come in.
Attached is a sample render of multiplying 3 gradients together which is obviously incorrect but I think shows promise that it could potentially work.
I'm also trying to think of an HSV approach but I can't find a way to connect a gradient (vector output) to a float input of say, a color correction node.
If you have any ideas to make this happen it would greatly help me with a current project.
Thank you