Archived post by petercubic

hey there, I meant to post this earlier but got caught up in a long meeting; I think another Peter gave you the tip you needed though 😁 🙌
One other way of doing this is creating a sort of “Uber-Shader” using Parameter Nodes when building shaders. This creates an “Input” within USD, and allows for you to use the Edit Material Property LOP to make as many Specializes (a type of Reference) from one shader as you want. I learned this from @goldleaf, and hopefully I’m explaining it decently.
Here’s a quick example HIP I whipped up. Might not be the best example, but hopefully it makes it clear enough. One of the shaders should be offsetting more quickly than the other.
Let me know if I can try to help clarify anything more. 🙂

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http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20243401/31/24/Animated_Shader_Properties.hip