Hi all,
I have done some searching on the forum regarding Houdini Alembic files and Cd and/or MatID properties for shading, but haven't found an answer yet.
I also read the tutorial on Houdini2Maya on the docs page, but still not sure..
Also, I'm a returning VRay user after quite a long hiatus, so please bear with me.....
I have a Houdini meshed particle sim with several colors swirling, as a Alembic file. All colors are set as Cd and have a material ID (set as 0,1,2,3, etc.) in the Houdini sim.
This all comes over into Maya and the V-Ray proxy setup just fine according to the Mesh info: " Color sets: 4 ('Cd', 'my_MatID', 'velocity', 'r_MatID; ')"
.
With the Cd property I can quickly can set up a shader to get these colors to render accordingly, as explained in the doc tutorial.
But what I would like is to separate the colors in the sim into their separate shaders in my render. So I can mix different shaders and looks.
My question now is: Is there a way to use the Cd or MatID as a mask, so I can use the BlendMat to set up multiple shaders and mix them this way?
I'm not entirely sure how to use the User Color/Integer or Scalar in this case to extract the various ID numbers.
Or is there another way of doing this? I'm not entirely sure if 'shader sets' would be a solution for this.
cheers for any answers, as I'm kinda stuck atm.
rob
I have done some searching on the forum regarding Houdini Alembic files and Cd and/or MatID properties for shading, but haven't found an answer yet.
I also read the tutorial on Houdini2Maya on the docs page, but still not sure..
Also, I'm a returning VRay user after quite a long hiatus, so please bear with me.....
I have a Houdini meshed particle sim with several colors swirling, as a Alembic file. All colors are set as Cd and have a material ID (set as 0,1,2,3, etc.) in the Houdini sim.
This all comes over into Maya and the V-Ray proxy setup just fine according to the Mesh info: " Color sets: 4 ('Cd', 'my_MatID', 'velocity', 'r_MatID; ')"
.
With the Cd property I can quickly can set up a shader to get these colors to render accordingly, as explained in the doc tutorial.
But what I would like is to separate the colors in the sim into their separate shaders in my render. So I can mix different shaders and looks.
My question now is: Is there a way to use the Cd or MatID as a mask, so I can use the BlendMat to set up multiple shaders and mix them this way?
I'm not entirely sure how to use the User Color/Integer or Scalar in this case to extract the various ID numbers.
Or is there another way of doing this? I'm not entirely sure if 'shader sets' would be a solution for this.
cheers for any answers, as I'm kinda stuck atm.
rob
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