VrayEnvironmentFog Color not working with Color store in Vertex ?

Hi Guys !

- I have a cube i have exported from houdini that contain a vertex color call <colorA>.
- I import the cube has an .abc in Maya.
- The vertex color set is recognised perfectly in Maya with the correct name <colorA>.
- i then use a VrayUserColor with the <colorA> attribute and plug it in the diffuse color of a VRayMTL
- it works perfectly ! i can read my information correctly.

- The problem is that this attributes has to drive the color of a VrayEnvironmentFog.
- But in that case it doesn’t work the information is not read correctly.

- i have try to create a Vray User Attribute on the cube : colorA=0.5,1,0.5;
- in that case it does work.
- i have try to export the cube to houdini to see if vray user attribute were store in the geo but it’s not the case.
- so i am not able to emulate a vray attribute inside houdini like i would with prman.

- I have try all i can think of right now and would need some advise …

Is it possible to export a geometry attribute created in houdini and read it in the color diffuse and / or color emission of aVrayEnvironmentFog ?

Thanks for your lights ! :slight_smile:

Cheers

E

VrayEnvironmentFog can be used only with a 3d texture.
The VrayUserColor is not a 3d texture, thus it cannot be used in the VrayEnvironmentFog.
VrayUserColor cannot return colour values for random points in 3d space, it returns colours for points that lie on the geometry.

Many thanks for your answer t.petrov !

it does make sense !
That would be great to have a way to transfer info from houdini geo to a volumeshader.
The vertex workflow i try to use is a bad idea as you bake the info per point while you just need it once for the whole object.

if you create a v-ray user variable colorA=1,0.5,0.2;
you store per object a variable that can be use in a volume fog.

Having a way to generate variable inside houdini that could be understand as a v-ray user variable inside Maya would be great.

Cheers

E

well i thinks this will answer all my problems …
https://www.sidefx.com/index.php?option=com\_content&task=view&id=3206&Itemid=66

i would like to know as V-ray for houdini still does not exist, if there will be a possibility to migrate my V-ray For Maya license to a V-ray For Houdini license ?
Because it would be sad to have to buy both as i will not use my Maya License when the houdini version will be release !

Great news that you come to the houdini world, i hope you will support all feature like Baking / VR camera projection !

Cheers

E

V-Ray for Houdini only needs a render license (and V-Ray App SDK license, but we give these away for free) and you already have a render license as part of V-Ray for 3ds Max and Maya. The Houdini to V-Ray translator itself doesn’t cost anything so you don’t have to migrate anything.

Best regards,
Vlado

That’s a Great news Vlado ! Thanks for precision ! :slight_smile:

i’m extremely impatient to test v-ray for Houdini …
- is there a possibility to access a beta version of the tool ?
- i think i ask for too much but do you have a release date estimation for the plugin ? :sunglasses:

Cheers

E

Yes, but keep in mind that it’s still in early stages. Anyways, you can email me to vlado@chaosgroup.com and we can sign you on.

- i think i ask for too much but do you have a release date estimation for the plugin ? 8-)I’m hoping we can do an initial release in the second half of 2016.

Best regards,
Vlado

Thanks for the very fast feedback Vlado !

i will have to wait indie 15.5 to be able to install the beta, but when it’s release, count me in.

Maybe you could also share the info here on Od Force

I’m sure many houdini guy that have a vray license will be happy to learn they can try the beta.
The more user on the beta → the more feedback you get → the more feedback you get → the best the initial release will be !

Cheers

E