Hi,
It doesn’t look possible to have per primitive material at the moment, even with the material sop, does it? I don’t see any "material"primitive attribute.
Yes, still rambling on things I’m used to in Houdini
Best
Vincent
Hi,
It doesn’t look possible to have per primitive material at the moment, even with the material sop, does it? I don’t see any "material"primitive attribute.
Yes, still rambling on things I’m used to in Houdini
Best
Vincent
Correct, materials are per SOP or per COMP. Not per primitive.
If it’s just a separate texture map you want per-primitive, you can make a 3D texture and use a different W value for UVW per-primitive.
Thanks for the tip but I was thinking different materials, like bump reflective, simple diffuse…
You’ll want to use a Delete SOP to pull out the primitives into separate SOPs then apply the materials to those. That allows the primitives to be grouped per-material for the render which is a large speed improvement.
this is exactly what i’m trying to do, please can you point me out how to do it?
You can do it by using a texture 3D that you fill with the number of textures you want. You can acces them with a w value in the instancing page of your geo. You have to use your tex3d as your base color for your phong or pbr.
Your w value can be a simple pattern samples with the numbers of samples equal your numbers of primitives.
There is an example where I stared from a particles system that I did.
exemple_tex3d.toe (6.71 KB)
Hope it helps you.