Hi, I am trying to vary the uv projection transforms in an octane shader , using the "procedural random color" node. I can see the effect of that node if I plug it in the diffuse color for example, I see a different shade of grey for every instance. But I see no effect if I plug it in a transform3D node, to try and vary the uv projection across instances.
And I don't know if it's a bug or what : the Octane vop "Transform3D" node input parameters are all floats, which doesn't really make sens.
Does anybody have a little tip for me ?
instances uv transform variations
Moderator: juanjgon
Hmm, the problem is that the random color node output type is a Octane texture, that only can be linked to texture inputs, like the inputs in the materials or in the gradient node. You can't link a texture output to the float inputs of the transformation node, and I am afraid that currently Octane doesn't have a node to convert a texture to a vector float. You have the same limitation in the Standalone or in the other plugins.
Let me think about it, perhaps also other user could find a workaround to drive the UV offset using the random color node.
-Juanjo
Let me think about it, perhaps also other user could find a workaround to drive the UV offset using the random color node.
-Juanjo
thank you for your answer juanjgon.
Is there any hope to see some "type conversion" nodes in the near future ? Or any way to use custom attributes ?
I would love to be able to take a little more advantage of houdini's abilities in terms of geometry attributes.
Is there any hope to see some "type conversion" nodes in the near future ? Or any way to use custom attributes ?
I would love to be able to take a little more advantage of houdini's abilities in terms of geometry attributes.
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Windows 10 |NVIDIA RTX TITAN - 24GB| i9-9900K | 64GB RAM
Windows 10 |NVIDIA RTX TITAN - 24GB| i9-9900K | 64GB RAM