question

Andres Kluge avatar image
Andres Kluge asked

targeting geometry subsets

Hi,

im reading in a usd procedural that has geometry subsets. Whats the best way to override the materials on those subsets with different ones in my current scene? It seems like the assign material rop does not recognize them by name.

br,

andres

htoaproceduralsusdoperator
10 |600 characters needed characters left characters exceeded

Up to 5 attachments (including images) can be used with a maximum of 2.0 MiB each and 9.8 MiB total.

Stephen Blair avatar image
Stephen Blair answered

If this is the Arnold USD procedural, then operators would be the only way.

An Arnold usd procedural is going to translate to Arnold polymesh nodes. Operators can work on those nodes.
But to set per-face shaders on a polygon mesh, you'd have to provide the whole shdixs array (one element per face). For example, this is what the operator looks like for a simple grid:


mtoa-operator-set-shaders.png


10 |600 characters needed characters left characters exceeded

Up to 5 attachments (including images) can be used with a maximum of 2.0 MiB each and 9.8 MiB total.

Andres Kluge avatar image
Andres Kluge answered

yes was hoping i could target the subsets by name, but i guess they get lost in the transaltion process? Fortunately in this case its easy to add primitive id attributes and do a switch shader inside a master shader.

10 |600 characters needed characters left characters exceeded

Up to 5 attachments (including images) can be used with a maximum of 2.0 MiB each and 9.8 MiB total.

Write an Answer

Hint: Notify or tag a user in this post by typing @username.

Up to 5 attachments (including images) can be used with a maximum of 2.0 MiB each and 9.8 MiB total.

Welcome to the Arnold Answers community.

This is the place for Arnold renderer users everywhere to ask and answer rendering questions, and share knowledge about using Arnold, Arnold plugins, workflows and developing tools with Arnold.

If you are a new user to Arnold Answers, please first check out our FAQ and User Guide for more information.

When posting questions, please be sure to select the appropriate Space for your Arnold plugin and include the plugin version you are using.

Please include images, scene and log files whenever possible as this helps the community answer your questions.

Instructions for generating full verbosity log files are available for MtoA, MaxtoA, C4DtoA, HtoA, KtoA, and Kick.

If you are looking for Arnold Documentation and Support please visit the Arnold Support site.

To try Arnold please visit the Arnold Trial page.

Bottom No panel present for this section.