- Use a Volume Sample Float to sample the heat channel
- Plug the volume sample into a ramp
- Plug the ramp into the Emission (the Emission Source must be set to Parameter)
A few quick notes about instancing support in HtoA:
- For instancing, use the Instance object with fast point instancing. HtoA doesn’t support full point instancing.
- You can assign material to instances with the shop_materialpath string attribute on the instance points.
- Fast point instancing supports per-instance user data and instance OBJ property overrides.
- Light instancing is not supported [yet]. Actually, Arnold itself doesn’t support light instances, but what plugins like MtoA and SItoA do is translate the light instances into duplicates of the light for Arnold.
- Procedurals (both DSO and ASS) can be instanced.
Here’s how to set up your custom camera in Houdini. I’ll use the Oculus camera as an example.
- Copy OculusCamera.dll and OculusCamera.mtd to your HtoA arnold\plugins folder. For example, on my machine, that’s here:
- In the Shop network, create an Arnold Shader Network.
- In the Arnold Shader Network (arnold_vopnet), create an Camera > Oculus Camera and an Output > Camera Output. Connect the Oculus Camera to the OUT_Camera.
- In the Obj network, select your camera, and in the Camera properties, set the Camera Shader to point to your arnold_vopnet.