Any help with instancing?

Hydra Solaris
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AlexeyAdamitsky
Licensed Customer
Posts: 103
Joined: Fri Oct 18, 2019 4:43 pm

I'm having a hard time setting up instancing in Solaris where I also use the color attribute in a material.

The setup is rather basic. I'm using the Instancer LOP to scatter the geometry.
Solaris nodes setup.
Solaris nodes setup.
The points for the scatter are inside the Instancer LOP. Just double click on it. The important part of the points source is that I add color attribute to it which I try to use to drive the material in the shader per instance.
Points source.
Points source.
Then I attach the material to the prototype. I had to create the several materials for both Octane and Karma to debug my issues.
Collection materials.
Collection materials.
I use my color attribute for both Octane and Karma materials to drive the diffuse color.
Octane color attribute.
Octane color attribute.
Karma color attribute.
Karma color attribute.
Only Karma works as expected when rendering and Octane doesn't.
Karma IPR render.
Karma IPR render.
Octane IPR render.
Octane IPR render.
The weird thing with Octane is that if I cut the connection for the Color Vertex Attribute node then it works as expected by default. I don't think it's the expected behavior.
Octane not expected behavior.
Octane not expected behavior.
Please, let me know if I'm doing something wrong and that's the reasons this workflow doesn't work for me in Octane and if there is an a better way to do this.
Attachments
instancing_debug.zip
Instancing setup for both Karma and Octane in Solaris.
(28.73 KiB) Downloaded 298 times
BK
OctaneRender Team
Posts: 1436
Joined: Mon Oct 31, 2016 7:54 pm

AlexeyAdamitsky wrote:I'm having a hard time setting up instancing in Solaris where I also use the color attribute in a material.

The setup is rather basic. I'm using the Instancer LOP to scatter the geometry.
20240515_houdinifx_mLNrbEWGdR.png
The points for the scatter are inside the Instancer LOP. Just double click on it. The important part of the points source is that I add color attribute to it which I try to use to drive the material in the shader per instance.
20240515_houdinifx_oaNBWAVS7t.png
Then I attach the material to the prototype. I had to create the several materials for both Octane and Karma to debug my issues.
20240515_houdinifx_RjmWnQSCQP.png
I use my color attribute for both Octane and Karma materials to drive the diffuse color.
20240515_houdinifx_7CXArzm8lt.png
20240515_houdinifx_7CXArzm8lt.png
Only Karma works as expected when rendering and Octane doesn't.
20240515_houdinifx_yeofv4fRpt.png
20240515_houdinifx_441Q9At0kb.png
The weird thing with Octane is that if I cut the connection for the Color Vertex Attribute node then it works as expected by default. I don't think it's the expected behavior.
20240515_houdinifx_bb6Qu0UZX3.png
Please, let me know if I'm doing something wrong and that's the reasons this workflow doesn't work for me in Octane and if there is an a better way to do this.
Hi Alexey,

Apology for the delayed response.

Its a bug and have reported it to our developer.
We will get it fixed asap!

cheers
Kind Regards

bk3d
Phantom4
OctaneRender Team
Posts: 6
Joined: Thu May 03, 2018 4:30 pm

You should use Texture Instance Color rather than Color Vertex Attribute. If there is no node attached to the material color, a Texture Instance Color is created automatically as a shortcut.
Attachments
Screenshot 2024-06-25 at 4.00.01 PM.png
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galleon27
Licensed Customer
Posts: 287
Joined: Wed Jul 15, 2015 11:55 am
Location: Serbia
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Phantom4 wrote:You should use Texture Instance Color rather than Color Vertex Attribute. If there is no node attached to the material color, a Texture Instance Color is created automatically as a shortcut.
Stuff like that really should be documented somewhere. Using a Texture Instance Color node is not enough because you also have to rename it to the attribute name. Unless there is some kind of documentation, how are we supposed to know this stuff?
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interelectronix
Licensed Customer
Posts: 87
Joined: Fri Sep 22, 2023 9:25 am

Phantom4 wrote:You should use Texture Instance Color rather than Color Vertex Attribute. If there is no node attached to the material color, a Texture Instance Color is created automatically as a shortcut.

How to set CD in the Texture Instance Color node?
BK
OctaneRender Team
Posts: 1436
Joined: Mon Oct 31, 2016 7:54 pm

interelectronix wrote:
Phantom4 wrote:You should use Texture Instance Color rather than Color Vertex Attribute. If there is no node attached to the material color, a Texture Instance Color is created automatically as a shortcut.

How to set CD in the Texture Instance Color node?
Hi interelectronix,

Apology for the late response.
Have you tried with Octane ColorVertex and set the CD as *displayColor*?

In Solaris workflow, there are quite a few changes that we are also learning.
https://www.sidefx.com/docs/houdini/solaris/usd.html

Let us know if this works!!

cheers
Kind Regards

bk3d
User avatar
Terryvfx
Licensed Customer
Posts: 375
Joined: Tue Dec 30, 2014 12:43 am

Phantom4 wrote:You should use Texture Instance Color rather than Color Vertex Attribute. If there is no node attached to the material color, a Texture Instance Color is created automatically as a shortcut.
Hey, you need to set the name to displayColor for it to work, I had it working today like that.
dom_otoy
OctaneRender Team
Posts: 46
Joined: Mon Mar 17, 2025 9:33 pm

Yeah the current workflow on this is a bit odd, but for instance attributes to work you have to drop down a instance texture node and RENAME THE NODE to the attribute you want it to read. So in most cases you would name it displayColor.
The vertex attribute node is used to read the color off geometry (actual points of your model) not the instances. Definitely aware that this is rather unintuitive and we're looking to improve this. Would be good to create some training content on this as well.
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