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  • User attribute strange issue

    Hi, I have a problem with userFloat, actually with bringing attribute to shading tree. A strange things are happening. It does not have to bee float, the same happens with userColor.
    I've created random color attribute per element, because I wanted to randomly change saturation/gain on different elements.
    This is the render I have:

    When I bring userFloat to shader tree, and try to controll anything with it, I got this result:

    Even when I disconnect userFloat from any node, and just leave it in material builder, strange things are still happening. This is the render with disconnected userFloat:



    Best,
    Doca

  • #2
    Sorry, I don't get anything... Any luck for a scene file?
    V-Ray For Houdini | V-Ray Hydra Delegate | VRayScene
    andrei.izrantcev@chaos.com
    Support Request

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    • #3
      Sorry for the confusion.
      I investigated further and found when this occurs.
      But the best is to check the scene I've uploaded.
      Try to do render of uploaded scene with and without triplanar connected.
      Best,
      D



      Attached Files

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      • #4
        Hey docaml , we can't download the archive for whatever reason, could you mail it directly to me - email is gosho.genchev@chaosgroup.com

        Thanks!
        gosho.genchev@chaosgroup.com

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        • #5
          docaml, I don't see any big issues with the scene, all attributes are read correctly, could you pls explain which different result do you expect? However:
          1. Toy instances are not packed to triplanar is calculated to the whole mesh - not particular objects. May be use "pack and instance"?
          2. Triplanar ref. space. is set to reference transform, but no object is selected to provide this transform. Switch back to local object or select some object.
          V-Ray For Houdini | V-Ray Hydra Delegate | VRayScene
          andrei.izrantcev@chaos.com
          Support Request

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          • #6
            Hi bdancer, everything renders correctly when objects are packed. But, when they are not packed, there is a problem. What if my attributes are per face/point, and I can not pack pack an object.
            About reference space, in docs is written that if object for reference transform is not picked, than world transform is considered, right?

            But, lets go through problem again, now that you have the scene (once again, objects are not packed):

            1.Here is the render without attribute in shading tree. Triplanar is rendered correctly, everything is fine, triplanar is working no matter what reference space is chosen.


            2.Now, lets say, I want to do color correction based on attribute. I inserted CC node, with attribute as mask. And... textures are gone!


            3. Ok, lets, actually, disconnect, that color correction, but leave attribtue node in shading tree. Render should look like it was on image 1, right? Well, no. Actually, as long as attribute node is in shading tree, something is wrong if there is triplanar on image. Attribute node is just present there, not connected, as you can see.


            4.Anyway, lets connect CC with attribute mask again, but this time, lets skip triplanar. Everything is correct! CC with attribute mask is doing its job as expected.


            I hope this explains problem little beter. Triplanar and user attribute hate each other if objects are not packed.

            Best,
            Doca

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            • #7
              Ok, now I see...
              V-Ray For Houdini | V-Ray Hydra Delegate | VRayScene
              andrei.izrantcev@chaos.com
              Support Request

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              • #8
                This will be fixed in the next nighlty.
                V-Ray For Houdini | V-Ray Hydra Delegate | VRayScene
                andrei.izrantcev@chaos.com
                Support Request

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