How to Shader override in Solaris

How to Shader override in Solaris

martinkindl83
Enthusiast Enthusiast
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Message 1 of 13

How to Shader override in Solaris

martinkindl83
Enthusiast
Enthusiast

Hello.

We are slowly moving to Solaris for production and i came to the stop, while trying to add globam material override.

I would like  my whole scene to be rendred as greyshaded.

 

Normally i would use Material Operator (not supported in Solaris) or use Shader override from Arnold render settings (no tbeing present in Solaris).

 

I cant drop material assigns, as i have instance prototypes, which stops me from doing that.

 

Any thoughts?

 

 

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Replies (12)
Message 2 of 13

Stephen.Blair
Community Manager
Community Manager

Hi Martin

 

Maybe with the Material Linker LOP ?



// Stephen Blair
// Arnold Renderer Support
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Message 3 of 13

martinkindl83
Enthusiast
Enthusiast

Hello Stephen.

Its not possible as i have references and point instances in the scene.

 

I was looking for the same functionality as we have in HtoA, where we can override all shaders

 

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Message 4 of 13

sebastien.blaineau.ortegaHRM3U
Autodesk
Autodesk

Hi Martin, we're currently working on exposing this feature in HtoA. We're hoping to make this available in a future HtoA release

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Message 5 of 13

martinkindl83
Enthusiast
Enthusiast

Thank you. Have seen it in beta. Haven't had chance to test it

 

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Message 6 of 13

sebastien.blaineau.ortegaHRM3U
Autodesk
Autodesk

what you've see in beta is just the usd part, the integration in HtoA is still in progress. 

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Message 7 of 13

martinkindl83
Enthusiast
Enthusiast

Hello.

Can i please check how we are looking for shader overrides and operator support in general?

 

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Message 8 of 13

am_wilkins
Collaborator
Collaborator

Hello,

 

If you have references (assuming you mean "Asset Reference" nodes) then you should be able to see the materials for them in the Scene Graph?
In which case you could do an "Edit Property" on those materials base colour, etc. to modify them using wildcards etc. or create a new material and wildcard assign that to the references feeding the point instancer.

am_wilkins_0-1754658107397.png

am_wilkins_1-1754658128580.png

edit property example

am_wilkins_2-1754658515308.png

assign new material example

am_wilkins_3-1754658671792.png

 

Maybe I'm misunderstanding the scene setup however!

 

best,

amwilkins

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Message 9 of 13

v_katkar
Explorer
Explorer

Hi, 
We too are in the same boat and are currently moving all our production work to Solaris using Arnold.

In order to have the whole scene rendered using a grey shader, currently we use the unassignmaterial LOP node along with Houdini Primitive Patterns to globally unassign all material bindings followed by a Material Library LOP with the grey shader and again use Houdini prim patterns to assign the grey shader. You may have to tweak the prim patterns depending on the USD prim types in your scene.

Hope this helps in the interim while Arnold devs implement a global shader override.

Best,
Vidu

v_katkar_0-1755042562140.png

 




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Message 10 of 13

joaquim.moral
Community Manager
Community Manager

Hi @martinkindl83 

Did the information provided by @am_wilkins and @v_katkar answer your question? 
If so, please use Accept Solution so that others may find this in the future. 

If not, let us know so we can keep helping you.

Thank you very much!


You found a post helpful? Then feel free to give likes to these posts!
Your question got successfully answered? Then just click on the 'Mark as solution'

¿Te ha parecido útil este post? ¡Deja un like!
¿Tu pregunta ha sido solucionada? Selecciona 'Marcar como solución' y ayuda a las demás a encontrar fácilmente la información.


Joaquim Moral
Senior Community Manager

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Message 11 of 13

martinkindl83
Enthusiast
Enthusiast

hello.

non of the above solutions solve the problem for us.

What we are looking for, is the same functionality as on Arnold Render rop, to be able override from single place all shaders in the scene.

And support for Operators

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Message 12 of 13

As we already said previously, this feature request is on our radar and we're hoping to get it done.  It had to be postponed a bit due to higher priorities, but it's still a feature request that we want to tackle. The suggestions that were done are means to workaround the missing feature, but they won't completely replace it. So this thread shouldn't be resolved yet

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Message 13 of 13

martinkindl83
Enthusiast
Enthusiast

thank you Seb

 

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