Hi,
I have a problem controlling asset using mtoa_constant within a StandIns except when it's on shaders. I want to be able to access light intensity or smooth iterations, for example, when I plug a aiUserdata in another node (except a shader) when I export to a StandIn, the aiUserdata node is not present inside the StandIn, even if in the source scene, the aiUserdata is properly controlling the destination node.
I found this on a previous answer this for controlling intensity on a StandIn but it doesn't work :
Plug into aiUserdataFloat defaultValue to your light intensity
And type any string in 'attrib name' you want.
Set the default value what you want.(drive light intensity value)
Export ass your mesh light.
Import ass to your main file.
Create extra attrib on your imported ass shape node
And control your intensity.
First, one difference than with a shader I need to plug the "default value" and not the "Out Value" compared when it's plugged into a shader.
Second, when I export the StandIn, there is no aiUserdata written in the file compared when aiUserdata is plugged into a shader, the aiUserdata information is inside it.
Then when I load the StandIn in a scene, after creating the extra attrib on the StandIn shape node with the correct name, the attribute doesn't control anything.
Am I missing something here? is it even possible to do that? For me, it would seem logical to be able to control the attribute on the StandIn shape if you have aiUserdata inside it, exactly like with a shader.
Any thoughts?
Thanks!
light intensity cannot be linked to a shader
aiUserdata is not a shader, and it's possible to link the default value to the light intensity.
The issue is that aiUserdata is not written in the StandIn for some reasons...
So actually that's not possible to do? 😞