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There's a straight forward example of how to use user data to drive shader parameters for C4D. I'm trying to do the same thing in Katana.
1) connect a user_data_string node into an image node's filename parameter.
2) Give the attribute parameter the value "texture"
3) add an attributeSet node after the alembic_in
4) make the attributeName "texture", change attributeType to "string", and set the stringValue to an explicit texture filepath.
Arnold fails to render the image with,
ERROR | [texturesys] Invalid image file ""
Am I missing something?
Solved! Go to Solution.
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