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texture layering node or at least an Add node?

Posted: Sun May 01, 2016 8:13 am
by WhyGee
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

Re: texture layering node or at least an Add node?

Posted: Sun May 01, 2016 9:23 am
by 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

Re: texture layering node or at least an Add node?

Posted: Mon May 02, 2016 8:00 am
by WhyGee
When will OSL be implemented?

Re: texture layering node or at least an Add node?

Posted: Mon May 02, 2016 9:54 am
by juanjgon
Along this year 3.x dev cycle, AFAIK.

-Juanjo

Re: texture layering node or at least an Add node?

Posted: Fri Jun 10, 2016 4:56 pm
by WhyGee
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

Re: texture layering node or at least an Add node?

Posted: Fri Jun 10, 2016 4:59 pm
by juanjgon
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

Re: texture layering node or at least an Add node?

Posted: Fri Jun 10, 2016 5:19 pm
by WhyGee
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

Re: texture layering node or at least an Add node?

Posted: Fri Jun 10, 2016 5:28 pm
by WhyGee
here's a proof of concept in Mantra. just need the ability to add :)

Re: texture layering node or at least an Add node?

Posted: Mon Jun 13, 2016 10:05 am
by juanjgon
Yes, I understand. Have you tried the texture mix node, perhaps could work.

-Juanjo

Re: texture layering node or at least an Add node?

Posted: Tue Jun 14, 2016 7:50 am
by WhyGee
Yes this could be a workaround. Wouldn't there need to be for example a multiply by 2 afterwards to compensate for the weighting of one mix node set to 0.5 bias?