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Attribute Map Sample Node

Discussion in 'Visual Effect Graph' started by JohnAustinPontoco, Apr 4, 2020.

  1. JohnAustinPontoco

    JohnAustinPontoco

    Joined:
    Dec 23, 2013
    Posts:
    283
    Attribute maps are fantastic with the point cache tool for Houdini, but we desparately need a node to actually sample from an attribute map in the same way that the default blocks do. You can read them like a texture, but it's nowhere near as convenient, and I'm really not sure I'm doing it properly (ie. UV layout, etc).

    Am I just missing it?
     
  2. JohnAustinPontoco

    JohnAustinPontoco

    Joined:
    Dec 23, 2013
    Posts:
    283
    For folks who stumble on this, I recently found that you can modify any "Set X from Map" node to change the attribute. So I was able to create a "Add Position From Map" block, even though I couldn't find it in the node dropdown.

    Exposing this in the settings of the block itself somehow would be *really* nice. I would have never seen them in the inspector.
     
  3. JulienF_Unity

    JulienF_Unity

    Unity Technologies

    Joined:
    Dec 17, 2015
    Posts:
    326
    Hi,

    Yes we are aware that settings in inspector suffer from discoverability issues. This is something that is going to be adressed in the future.

    Having a operator node to sample point cache in addition to the block would be useful indeed, I'm adding that to our backlog.
     
  4. JohnAustinPontoco

    JohnAustinPontoco

    Joined:
    Dec 23, 2013
    Posts:
    283
    Thanks. As it turned out, I'm still somewhat blocked, although I've managed to reverse engineer the UV mapping (I think).

    Just for clarity on the use case, I have a custom property per point (an integer mask) that I've baked out from Houdini that I would like to read in the update context. There's one more big blocker:

    Point Cache doesn't support integers! This is a big issue, and I can't figure a workaround (there's no easy way to unpack an int from a float). This has basically stopped my work on the intended effect. :(


    Thanks for the hard work on this so far! VFX Graph is a huge step forward! :)

    PS: I'm also affected by the mobile bugs, just to throw my hat in for those as well. We're hoping by release it will be fixed, but it's a bit of a gamble.