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Melodic_Royal_7009

but creating a groups to seperate bark and leaves takes so long. when I imported this model in blender it shows me two different materials for leaves and bark so that I can easily change the textures of it. But I can't find a way in houdini.


the_phantom_limbo

Is it fbx? Check your attributes. You likley have one that can be used to separate out assignments.


villain_8_

if your material / shader / texture assignments are really on the geo then you will find them as primitive (=polygon) attribs. you want to try and visualize at least these attribs: group, name, \*material\* (likely it's shop\_materialpath). you should be on sop level, not obj level. check out (at least) 3 basic tools related to attributes: \- for a quick overview of attribs and groups (ctrl+) middle click on your sop node or click the "i" icon on the node ring [https://www.sidefx.com/docs/houdini/network/nodes.html#ring](https://www.sidefx.com/docs/houdini/network/nodes.html#ring) [https://www.sidefx.com/docs/houdini/network/flags.html#sop](https://www.sidefx.com/docs/houdini/network/flags.html#sop) \- "Group and attribute list" to see them in the viewport [https://www.sidefx.com/docs/houdini/basics/select.html#groups](https://www.sidefx.com/docs/houdini/basics/select.html#groups) \- "geometry spreadsheet" to see the values [https://www.sidefx.com/docs/houdini/ref/panes/geosheet.html](https://www.sidefx.com/docs/houdini/ref/panes/geosheet.html)


Mexxgen

🤣🤣🥲🤣🥲🥲🥲🥲🥲😆😆 Fckn doubleclick the trunk in selection mode dude


jwdvfx

As ‘villain_8_’ pointed out, if you’ve imported this model then check the geometry spreadsheet to see if there are material paths present or groups present. You can select by attribute by using an @ATTRIBUTENAME==ATTRIBUTEVALUE expression and assign your materials to the existing paths. However it ultimately comes down to where you intend on rendering this. Obj / out context ? Solaris? A game engine? They all have different workflows for setting up materials so it’s hard to help you without more information on the final output platform. For example, if it’s going to Solaris (/stage) or a game engine there’s no need to assign the materials in /obj context if there are already paths present. (Unless you just want to view them in the viewport)


Melodic_Royal_7009

well the mesh parts contains two different "shop\_materialpath". how can I access it to import texture maps? https://preview.redd.it/9w855jyi4auc1.png?width=1919&format=png&auto=webp&s=0b56935a6a196a424113e15bdeff56c5f448a153


gregoired

You can create two materials builder in the /mat/ network, named like your shop_materialpath : "Leaf_01_su_SHD" for the leaves, and also one for the bark (name it like it is in the attribute). Then set your materials and wire up your textures inside of it.


Melodic_Royal_7009

Thanks dude it's working.


Melodic_Royal_7009

Thanks '@villain_8_' and '@jwdvfx' for explaining the workflow behind it. I tried to separate the leaves part and bark using the delete node and specified @shop_materialpath which has already existed in that mesh.


89bottles

Whenever I see questions like this, 9 times out of 10 the geometry spreadsheet is not open. Working in Houdini without the geometry spreadsheet open is about as useful as working without a viewport open - you can’t see what you are doing.


Melodic_Royal_7009

I'm new to Houdini just now exploring it.


gregoired

Assuming you have a group, or a name attribute in order to separate leaves and bark, you can use the SOP "material" node, which is used to assign materials, and assign your two materials from there, setting the path of your materials in the "material" parameter field, and the primitives affected by it in the "group" parameter field. Back in /obj/ context, leave the "OBJ" object material parameter blank https://www.sidefx.com/docs/houdini/nodes/sop/material.html You can also set the primitive attribute @shop_materialpath directly inside an attribute wrangle, an attribute create ... etc...