Hi,
I'm working on a procedural texture using the VRay SDK. The sample texture in samples/vfh_plugins/my_color was a good starting point and the texture works fine using the UserShader node in Houdini. However, I can't figure out how to have multiple outputs from the texture (like in e.g. the TexAColorOp texture).
I've tried adding a parameter tagged with parmtag { "vray_type" "OutputTexture"} to my .ds file and it shows up correctly in the ui. The problem is that I'm not sure how to actually get the correct values out of the texture.
Looking at the samples that come with V-Ray for 3ds Max and they seem to be using separate textures for the different outputs (like CommonTexture in samples/vray_plugins/textures/common/basetexture.h which uses a CommonIntensTex for the intensity output).
I tried doing something similar in my texture but I couldn't get it to work. I might just have been doing something wrong, but I thought I'd ask if anyone knows if this is supposed to work.
I'd also like to know if it's possible to do a "proper" Houdini VOP for my texture, instead of using the UserShader node. There's no sample for this but I imagine it could work by inheriting from the VfhShaderNodeTranslator?
I'm working on a procedural texture using the VRay SDK. The sample texture in samples/vfh_plugins/my_color was a good starting point and the texture works fine using the UserShader node in Houdini. However, I can't figure out how to have multiple outputs from the texture (like in e.g. the TexAColorOp texture).
I've tried adding a parameter tagged with parmtag { "vray_type" "OutputTexture"} to my .ds file and it shows up correctly in the ui. The problem is that I'm not sure how to actually get the correct values out of the texture.
Looking at the samples that come with V-Ray for 3ds Max and they seem to be using separate textures for the different outputs (like CommonTexture in samples/vray_plugins/textures/common/basetexture.h which uses a CommonIntensTex for the intensity output).
I tried doing something similar in my texture but I couldn't get it to work. I might just have been doing something wrong, but I thought I'd ask if anyone knows if this is supposed to work.
I'd also like to know if it's possible to do a "proper" Houdini VOP for my texture, instead of using the UserShader node. There's no sample for this but I imagine it could work by inheriting from the VfhShaderNodeTranslator?
Comment