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(Done) [HOU-3155] IPR Different then Production Render

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  • (Done) [HOU-3155] IPR Different then Production Render

    Hi,

    I updated to the latest nightly(vray_adv_52020_houdini18.5.759_3174d6f_220 16_install_windows from 29.03.2022).

    It seams like that there's a problem with the IPR Rendering, it's different to the Production Render. I made a quick sample: 3 boxes, give them a attribute, split them and apply materials to it. I use an MaterialBuilder to put all 3 Materials in it.
    This Worked with the following Build: vray_adv_52020_houdini18.5.759_a4fd1af_20621_insta ll_windows

    Is anyone else having this Bug?
    Or am I doing something wrong?

    Scene File:
    https://we.tl/t-jS8YG36tYv

    Cheers
    Tobias
    Last edited by chakarov; 29-03-2022, 02:30 PM.

  • #2
    Hello tobiasroesli , I've reproduced and reported the issue. It is better to use different V-Ray Material Builders for different shaders instead of using different material outputs in one builder.
    Georgy Chakarov | QA
    www.chaosgroup.com
    georgy.chakarov@chaosgroup.com

    Comment


    • #3
      Hi chakarov ,

      ok, good to know, thanks

      Is there a solution for using the same Textures in different MaterialBuilder Networks?
      Like the Solution with NULL_OUT and Object Merge for SOP's

      Comment


      • #4
        Hey tobiasroesli ,

        You can use the Referenced Shader VOP and point it to the node you'd like to bring into a separate network.

        Best regards!
        gosho.genchev@chaosgroup.com

        Comment


        • #5
          Hello chakarov ,

          that's it, you just opened a whole new world, thanks

          Cheers!

          Comment


          • #6
            Hi chakarov ,

            I tested the Referenced Shader VOP and I was a little disappointed that the Null Node is not working.

            For me this would be a key element for this kind of workflow because you can plugin several inputs.
            If this would work, you could just do one Output Null for all information you want to use in other Networks. Now you have to do one RefShader per output.

            What do you think?

            Cheers
            Tobias

            Comment


            • #7
              Do you want reference shader to reference NULL VOP?
              V-Ray For Houdini | V-Ray Hydra Delegate | VRayScene
              andrei.izrantcev@chaos.com
              Support Request

              Comment


              • #8
                Hi bdancer ,

                would that not make sense?

                If you have a MaterialBuilder and in it you got a complex Network and you need to use 10 Outputs in other Material Builders for saving Memory if you are using GPU rendering or just because its the procedural way .
                In the post above you see how the Null lists all the inputs very handy but the refShader doesn't read it only the Vray Nodes.

                Comment


                • #9
                  > would that not make sense?

                  It may.
                  V-Ray For Houdini | V-Ray Hydra Delegate | VRayScene
                  andrei.izrantcev@chaos.com
                  Support Request

                  Comment


                  • #10
                    Hey tobiasroesli ,

                    Support for referencing Null VOPs is now included in the latest nightly build.

                    Hope that helps!
                    gosho.genchev@chaosgroup.com

                    Comment


                    • #11
                      Hi Gosho.Genchev ,

                      thanks a lot, I will try it asap

                      Appreciate it very!!!


                      Cheers!

                      Comment

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