Call different texture files based on primitive attributes in Houdini

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Hey all,
New Arnold user here--Im using it with Houdini. Im trying to call a series of texture files from disk. There is an object that is iterated around 300 times, it has the same uv set for each iteration, but I want to call a different texture variation from disk for each iteration within the same shader. These 'objects' by the way are not objects in the maya sense, they are primitive groups within the same object--with a different primitive attribute id for each group.
When I was using mantra, I was creating material overrides using local variables. For example, the parameter 'displacement' was created on the primitives. It was a string attribute which literally specified which displacement texture maps to call based on their file location and name -- the id attribute was applied within the string to call the different textures sets
so for
id 2
the override was
displacement
`/Users/machineroom/Desktop/Justin/HOUDINI/PROJECTS/TREE_BLOOM/tex/disp_test_new/disp_test.2.exr`
This parameter (displacement) was then piped into the file input for the displacement maps.
Is there a way for me to replicate this setup to some degree using arnold?--perhaps the utility node?
This video here was helpful, but not as fully procedural as I would like considering the vast number of texture files I am going to have to call, and how specific I am going to have to be.
Ive attached a series of picture files in hopes of making things clearer.
pic 1: The object itself
pic 2: visualization of id attributes-small window on left shows that each petal has a different id
pic 3: the material overrides set up on the object
pic 4: the shader setup itself
Thank you in advance for any suggestions