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Found 25 results

  1. A simple question perhaps - I am getting my head around the nodes representing "blend modes" in a shader: One of the most useful blend modes in Photoshop, Mari etc. is Overlay. How do you guys recreate "Overlay" in a node graph where you only have Add, Subtract, Multiply or Divide?
  2. I am trying my hand at random values. My expression here fit(rand($PT), 0, 1, 0.7, 1) is meant to input a random number into saturation between 0.7 and 1.0. But as the render shows, it seems to just input 0 into saturation. What am I doing wrong here?
  3. From SideFX' tutorials on UV Basics III, I understand that you can connect to an image brought in and edited in the /img context (via the null node, named OUT for example), and then reference it in other contexts, specifically the /mat context, via the syntax of op:/img/img1/OUT On the SideFX forums I got the suggestion of instead using op:/img/tex/OUT This is what I get. Actually, I get that whether I use “op:/img/tex/OUT” or the standard “op:/img/img1/OUT” Oddly, my material turns this light pink as opposed to the standard grey, either way, when I try to call in the texture from null node. I want to be able to edit my texture images with all kinds of colour corrections and procedural tools over in /img and then bring them in live into my shaders in /mat. What am I missing, or messing up?
  4. Hi, Can someone help, and explain why after translating a cube up in sops, on the geometry node to postion a box on top of another box. then making it a RBD object. then simply add a deactivate object from the shelf tools, why my pivot and object change position when I jump into dops. Perhaps Im missing something silly here, anyone help please? thanks in advance.
  5. Hi, I guess thats a pretty easy question but I couldn't figure it out yet. So I have an obj import that consists out of a big amount of pieces. Importing it to other apps brings in the materials too. So I just can work on those materials insteat of reselecting everything. Importing that obj to Houdini doesn't show any materials. Why is that?
  6. Hello. I'm trying to be a modern person and use the new material workflows from H16, however, I'm having a problem. If I mix two principledshaders using a layermix like it's suggested in the webnars and the docs, my rest position stops working (at least I suppose it's the rest). Maybe I'm missing something I made the file below to demonstrate the issue Is this the expected behavior? If yes, how do I work with displacement in this case? Thanks layer_mix_disp_debug.hip
  7. Hi folks, hope my problem is not to silly... I've attached a test scene below. -- I have an object with an attribute "randCol" altering Cd. I pack the object and then copy it several times on a circle. So far so good. Giving the object a material with some color has the desired effect, having some spheres showing the color more and others not... Now turning on SSS gives me the effect only on one random picked object, the others render black. So how would I get the SSS on all the others? In the mantra node I have "Save all materials and shaders" tuned on. In the shader I use "Use packed color" Do I have to use some "Render State" magic and if yes, how? Thanks in advance! Dominik packed_rand_sss.hiplc
  8. Hello!I am having a few bugs with the houdini toon shader.In some scenes it appears as though there are two objs on top of each other and intersecting, when there is not. Also, some parts of the model are just black under lighting while others are not.Has anyone come across this? If so does anyone know any ways to fix this? Thanks
  9. Hi Guys I'm trying to export a fractured geometry with two materials, one for the original faces and one for the new faces generated after fracturing. I just can't seem to figure out what sort of attributes I need to have for the FBX exporter in Houdini to include them as two distinct materials. I've tried the material node in various configurations but I just can't seem to get it right.
  10. Procedural Veins material?

    Hey guys, I don't have a lot of experience in SHOPs yet so I'd like to see if someone could give me some ideas for this. I'm developing a procedural eye and I'm able to do it's veins procedurally on SOPs but I guess it would be much more useful if I could achieve something in the shader, maybe using some kind of noise. I don't know. I'm kinda stucked in the beggining so I just need any kind of ideas here's a good reference (I like the thickness variation)
  11. Hi folks, hope my problem is not to silly... I've attached a test scene below. -- I have an object with an attribute "randCol" altering Cd. I pack the object and then copy several times on a circle.
  12. Hi! did anyone experience the same issue? I imported an Alembic file with different face IDs to Houdini. But when I export it back via Alembic just for testing the ID grouping is basically right, but they don't have the correct order/ID… , they are randomly distributed. I cannot see any pattern. It's neither alphabetically nor based on face count. My node tree consists of: Alembic Import Node –> ROP Alembic Output. On the left side you see the original mesh with correct Material ID order and on the right side the imported Mesh with the wrong material order. Does anyone has a solution for this? Thanks in advance!
  13. Guys, I guess it might be a veeery silly question but I just can't do it. How do I display textures on viewport? In this case I have this ramp applied (not an image texture) Thx! Alvaro
  14. Anyone work with Decals?

    Hiya! I'm still new to Houdini and I was wondering if anyone had made use of 3D decals (projected textures) in Houdini? I've found them really useful in the past and I was wondering if anyone had played around with them. They look like this kinda thing: I'm not talking about the Decal material node, I mean things similar in effect to what is talked about in this blog post. Thanks!
  15. Hello, I am trying to assign a material to packed disk primitive. This was already asked here many times but still I am not sure about my current situation I have geometry with two groups, I want to assign two materials based on those groups. However geometry is quite heavy so it makes sense to load it as packed disk primitive so that viewport is fast and ifd small. This geo is part of a digital asset, digital asset contains shop network with those shaders. So I need a way to assign material using relative path. I tried it but unfortunately it doesn't seem to work. With absolute path it works as expected. I also do not want to unpack the geo inside asset, because then I would loose packed disk prim advantages. One solution would be to save it with absolute path and put shaders always inside /shop/... But if I could make relative material path assignment working, it would make my scenes cleaner as everything related to the asset is included inside the digital asset. Thanks, Juraj
  16. I want to make a shader using attribvop or, simillar shader thing in SHOP. I made simple hip file and attached. If you guys have time to answer, thank you all shopTest.hip
  17. Assigning material to RBD

    Hi everyone. I have a trouble assigning material to packed fractured RBD. After dop import I lose all inside and outside groups. How should I assign material to 'inside' and 'outside' groups in packed RBD ?
  18. Hello. I tried to search in this forum but I found no answer. Some tutorials in which they use Houdini 12 they have an element in the Material Palette called "Reflective". In Houdini 13 this doesn't exist anymore. Is there an equivalent? Thanks in advance.
  19. Hello guys. I was trying to work with glass material and caustic lights. However I have a problem while creating a material for the plane. The caustic lights and shadows are casted to the plane. So I don't want the plane to have diffuse channel, I just want alpha information for the shadows and alpha information for the refracted light that is bouncing in the floor in a sepparate alpha channel. Is that possible? I need to compo it into a live action footage so I don't want the geometry of the plane to be exported. I thought this idea could work: 1. Export the whole geometry, the glass balls with the floor. 2. Export direct reflection and refraction passes. 3. Export a CONSTANT COLOR matte of the ground but NOT the glass balls. So that we can crop out the diffuse of JUST the floor in the compositing stage. This must be super easy and not as this silly work out. How do you composite caustic lights? Thanks in advance guys.
  20. Hey all, I hope someone can shed some light on this. I have to emit a tonne of particles, more than 20 millions, and instance geometry on them. the bottleneck come when I try to override the color of the instances with the Cd attributes of each points. I would like to ear from you that there is a better way to do this than to use a material sop because it's taking so much time to compute before rendering. Any advice is welcome! Here a sample scn pointinstanceprocedural_v002.hip Thanks in advance ! Doum
  21. Hi Everyone, I am facing the problem that I do not completely know how to render out deep data. I am setting the deep resolver to filename.exr in the mantra node, but it doesn't seem to be rendered. Also, how would you assign a material to an entire alembic imported network? Thank you very much in advance. Cheers, Jonas Jørgensen
  22. Hi guys, i'm new to the forum and Houdini, and i'm currently diving into Mantra (once again ). And what i would like to achieve is basically a global material override.(For AmbOcc for example) What i tried so far: 1: Adding a shop_materialpath attr. to the subnetwork that is the toplevel node of my structure and overriding it on a take. (Much like Vray Object Property Sets in Maya for example, whose attributes ripple down on all members of the sets).....but that doesnt work i guess 2: Override the shop_materialpath on each geometry node which works fine and is much less a hustle than it sounds at first. But it still needs tweaking, once i add a new object to the scene. 3:PythonFiltering: Which seems like the way to go for me! From what ive read so far, the Houdini scene translation is written in Python and properties like shader assignments can be altered during the process. So i read the documentation and did the following: -Changed the mantra commandline to: mantra -P pythToMyScript/script.py -In wrote the following script: def filterInstance(): print('Filtering: {0}'.format(mantra.property('object:name'))) mantra.setproperty('object:surface', '/obj/shop_net/constant_green_mt') mantra.setproperty('object:overridedetail', 1) print('Im just an a output to confirm i have been called!')[/CODE] -The script is actually called and i get the correct output in the console like so: [CODE]Filtering: ['/obj/enzo_geo_grp/glassRubberGrp/black_behind_window_thing3'] Im just an a output to confirm i have been called![/CODE] -But the last line states an error: [CODE] mantra: VEX error: Unable to load file /obj/shop_net/constant_green_mt.vex Rendering Finished[/CODE] -I added the declare_all_shops parameter to the mantra rop and set it to "Declare all shops" , also i checked on Force VEX Shader embedding -Both materials are just ordinary constant mtls. i dragged into my own SHOP network in /obj/shop_net/. Any ideas on what i am doing wrong here? Thx
  23. Materials on refracturing objects

    Heya guys, So i'm a bit stumped on this. I have generated a fracture that has a refracturing occurring. Think "box falling down a cliff face refracturing on each bounce". The problem is the inside and outside grouping keeps redefining themselves and I have shaders changing from interior to exterior faces on each impact. How can I overcome this? Cheers, Ollie
  24. "inside" group

    Hey, I've been running through some tutorials to learn Houdini and I know this one's a little outdated, http://www.sidefx.com/index.php?option=com_content&task=view&id=1846&Itemid=346 but I ran into a problem at the end. After outputting the crumbling columns as a geometry sequence he brings it back in as a file sop and runs it through a material sop, where he is able to call on the group "inside," to mean the inside surfaces of the columns as they are breaking. For me, under the group menu, it just says "no entries." After putting down a break sop before the material I did have the group "inside," but of course the break sop is not something I want in there. Thanks for any input! File attached. Lincoln columnsdestroyed.hipnc
  25. Hi guys, I have multiple polygons modelled, uv-ed and material-ed. But when I merge them (All under the same obj level), some uv and materials does not pass through. I've checked help about merge asking me to "set explicitly" but I'm really lost what it means as everything has been set. Any help or advice will be appreciated. Thanks!
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