There's a straight forward example of how to use user data to drive shader parameters for C4D. I'm trying to do the same thing in Katana.
1) connect a user_data_string node into an image node's filename parameter.
2) Give the attribute parameter the value "texture"
3) add an attributeSet node after the alembic_in
4) make the attributeName "texture", change attributeType to "string", and set the stringValue to an explicit texture filepath.
Arnold fails to render the image with,
ERROR | [texturesys] Invalid image file ""
Am I missing something?
Solved! Go to Solution.
Solved by Stephen.Blair. Go to Solution.
You need to get the user data on to the shape node. Off the top of my head, I don't know how to do that in Katana, I'll have to look around.
note: my original answer was wrong, I was thinking of a difference scenario
No, sorry, I was referring to this example video,
@Stephen Blair I'm missing a fundamental step since I can't seem to replicate C4D rgb example either. Is there a convention regarding attribute names in Katana? From the Katana docs there's a suggestion that geometry.arbitrary is where user data is stored but I still had no luck. I've attached a simple example of a katana scene where I'm trying to control a shader's base float and base colour using user_data and attributeSet nodes.
There's an ArnoldUserData in KtoA for adding user data
Yes, so set the user-data attribute (simplest way is to use the ArnoldUserData node), and then in your shader node (image shader) set the filename to have "...<attr:myAttrName>..." (substitute the name you set in the ArnoldUserData node). Any objects with that user data should have the tag substituted.