Hi guys.
- I have a point cloud with Cd attribute.
- i copy pack instance a cube on the point cloud, and inherit Cd with the texture instance node
- i would like to output Cd as a global texture 1 AOV
I have try different configuration, but for the moment i have fail to do the export correctly.
I have attach the exemple scene :
Is it even possible to do this ?
Thanks for your lights
Cheers
E
Output AOV Cd with pack instanced geo ?
Moderator: juanjgon
You already did it. You were just using the wrong Render Target. You were using /mat/octane_mat_renderTarget1 but you set up the global texture aov for /mat/Mtl_test/octane_render_target1.
If you want to use the Render Target HDA, one of the ways to ways to do it with that is to unlock it and dive inside it. Add Shader Merge node and get Texture_Instance_Color1 thats inside the Mtl_test, and connect that to the Global_Texture input, like this: I've attached the file with 2 ROPs. One is using the Octane Render Target HDA(and the method mentioned above) and one is using render target that you created inside the material Mtl_test.
If you want to use the Render Target HDA, one of the ways to ways to do it with that is to unlock it and dive inside it. Add Shader Merge node and get Texture_Instance_Color1 thats inside the Mtl_test, and connect that to the Global_Texture input, like this: I've attached the file with 2 ROPs. One is using the Octane Render Target HDA(and the method mentioned above) and one is using render target that you created inside the material Mtl_test.
- Attachments
-
- instance.zip
- (594.81 KiB) Downloaded 86 times
Win 10 64bit // GTX 4090 + GTX 3090 // 5900x // 64GB // SideFX Houdini // C4D
thanks a lot for the very fast answer galleon27 !
this is actually what i do in my scene as a temp hack.
i have unlock the default render target hda and plug my texture instance in it directly, and it doesk work.
but i think while this is working, a proper way would be to be able to have a global render target for all objects in the scene.
and then be able to output PER shader a specific AOV without having to select the Render Target inside the shader.
In the same way as mantra when you just need to bind export one attribute and just create the relative image plane.
this is actually what i do in my scene as a temp hack.
i have unlock the default render target hda and plug my texture instance in it directly, and it doesk work.
but i think while this is working, a proper way would be to be able to have a global render target for all objects in the scene.
and then be able to output PER shader a specific AOV without having to select the Render Target inside the shader.
In the same way as mantra when you just need to bind export one attribute and just create the relative image plane.
EDIT my bad all is working fine !
- you create the render target inside the shader to specify the export
- you pick the global render target
and it works
and you did add some magic in the scene, the tricks is to :
- unlock the render target
- add a shader merge and plug it
- link the texture instance color to the shader merge
Thanks
- you create the render target inside the shader to specify the export
- you pick the global render target
and it works
and you did add some magic in the scene, the tricks is to :
- unlock the render target
- add a shader merge and plug it
- link the texture instance color to the shader merge
Thanks