Trying to edit some shaders I exported as USD, but the Edit Arnold Material Network nodes seems very buggy with this.
If there is one standard surface input into one Output node it works properly, but if you start mixing shaders using Layer Shader or Mix Shader or even Ray Switching with different shaders inside the same network, everything is completely wrong.
This is the error in this case:
Traceback (most recent call last):
File "arnold::Lop/editarnoldmaterial/load1", line 1, in <module>
File "arnold::Lop/editarnoldmaterial, PythonModule", line 132, in onLoadArnoldMaterial
File "arnold::Lop/editarnoldmaterial, PythonModule", line 84, in traverseArnoldMaterialBuilder
File "arnold::Lop/editarnoldmaterial, PythonModule", line 66, in traverseShaderChain
File "arnold::Lop/editarnoldmaterial, PythonModule", line 36, in traverseShaderChain
File "C:\PROGRA~1/SIDEEF~1/HOUDIN~1.278/houdini/python3.11libs\houpythonportion\ui.py", line 1158, in decorator
return func(*args, **kwargs)
^^^^^^^^^^^^^^^^^^^^^
File "C:\PROGRA~1/SIDEEF~1/HOUDIN~1.278/houdini/python3.11libs\hou.py", line 15502, in setInput
return _hou.Node_setInput(self, input_index, item_to_become_input, output_index)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
hou.InvalidInput: Invalid input.
Hey,
The (just released) HtoA 6.3.4.0 has some fixes for Arnold Edit Material that might help, let me know if you still run into issues with it.
Thanks,
Tom
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