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(Fixed) [HOU-2364] mutli id texture don't seem to work at all

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  • (Fixed) [HOU-2364] mutli id texture don't seem to work at all

    mutli id texture don't seem to work at all
    http://goodbyekansasstudios.com/

  • #2
    I'm not sure I could understand/fix anything from the screenshot of the node... but I'll try to post a screenshot myself
    V-Ray For Houdini | V-Ray Hydra Delegate | VRayScene
    andrei.izrantcev@chaos.com
    Support Request

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    • #3
      sorry a bit lazy in the evenings :P

      whatever i choose in "mode" dropdown i dont get any effect not even the default texture color. Kinda feels like the node not outputting any color at all. Even if i do as you and connect a user float with attribute nothing happens.

      edit: the cubes have 0, 0.5, 1 in float value respectively
      http://goodbyekansasstudios.com/

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      • #4
        Multi ID texture is choosing an input texture based on "Mode" and you don't have any input textures connected.
        V-Ray For Houdini | V-Ray Hydra Delegate | VRayScene
        andrei.izrantcev@chaos.com
        Support Request

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        • #5
          Here is another example by face attribute sampled with "user float":
          V-Ray For Houdini | V-Ray Hydra Delegate | VRayScene
          andrei.izrantcev@chaos.com
          Support Request

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          • #6
            I thought it would work as the multi sub in 3ds max https://docs.chaosgroup.com/display/...RayMultiSubTex. there you can choose based on object or renderid and get a random value. If that's not the way that node works i misunderstood.


            Btw is there a way to take an integer id and convert it to a random float between 0 and 1?

            Regards Alexis
            http://goodbyekansasstudios.com/

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            • #7
              Btw is there a way to take an integer id and convert it to a random float between 0 and 1?
              Well, we don't have a Random texture per se, but you can drop a Noise texture and plug an Explicit UV mapping into the UVW Gen slot.
              The Explicit UVs do what the name implies - set the sampling coordinates to an explicit U/V value.
              If you then plug your attribute into the sampled position, you should get a random piece of the noise for each attribute value.

              If that is not what you were looking for, please ping me so we can try to think of something else.

              I've attached the hip file here: https://drive.google.com/file/d/1WiD...ew?usp=sharing

              Cheers!

              Attached Files
              gosho.genchev@chaosgroup.com

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              • #8
                this example does help But im curious if we could get a mode suited exactly for randomizing integers or float. We do it alot on particles and scattered object in vray houdini. Especially getting a seed so we can quickly get different outputs for diferrent shading values. for example hue, saturation and value.

                the images are from mantra which we use all the time.

                Regards Alexis
                http://goodbyekansasstudios.com/

                Comment


                • #9
                  this example does help But im curious if we could get a node suited exactly for randomizing integers or floats. We do it a lot on particles and scattered objects in vray houdini. Especially getting a seed so we can quickly get different outputs for different shading values. for example hue, saturation and value.

                  the images are from mantra which we use all the time.

                  Regards Alexis
                  http://goodbyekansasstudios.com/

                  Comment


                  • #10
                    For setting per geometry island variation with the multi ID texture, I'm assigning an integer value to every connected primitive using a "connectivity" node, then feeding that parameter to the multi id texture using a user integer/float. This works but it's an additional step, would be nice to get an option in the multi id texture/material to do this, also with a seed option.
                    The radom node would just create a random number, you still need that random generator to run a loop through out all your primitives, connected geo, points, etc. If that random node have the option to create random values for specified condition, like Primitives or connected geo, that would be great.
                    Also what about random texture rotations per geometry island?

                    Best,
                    David.
                    David Anastácio // Accenture Song - VFX
                    https://www.accenture.com/us-en/serv...visual-effects

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                    • #11
                      > Also what about random texture rotations per geometry island?

                      There is an input/param in the named uvwgen for that.
                      V-Ray For Houdini | V-Ray Hydra Delegate | VRayScene
                      andrei.izrantcev@chaos.com
                      Support Request

                      Comment


                      • #12
                        bdancer, of course ahahah, thanks that was so easy, works like a charm
                        David Anastácio // Accenture Song - VFX
                        https://www.accenture.com/us-en/serv...visual-effects

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                        • #13
                          Used the workflow that David explained above, with the connectivity node. Works nicely!
                          I have like 1000 wood blanks in this floor, and I have 18 wood textures for variation to assign to random islands. Works nicely!

                          Thanks for tips
                          Attached Files
                          Muhammed Hamed
                          V-Ray GPU product specialist


                          chaos.com

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                          • #14
                            Muhammed_Hamed, that's a very good looking floor
                            David Anastácio // Accenture Song - VFX
                            https://www.accenture.com/us-en/serv...visual-effects

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                            • #15
                              This does not work on CUDA - Could this be fixed so this technique could be used in CPU + CPU, please. THanks

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