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Found 7 results

  1. Help understanding a shader

    Hello community, Some months ago I asked how to achieve this kind of effect Blackpixel user at sidefx forums did an awesome job with a mantra shader, at that time I was just learning the basics so I get stuck trying to understand, here is the post if someone wants to check out ( https://www.sidefx.com/forum/topic/44970/ ) I'm uploading the file that blackpixel did, all in mantra with shader builder, now that I learn the basics of shader builder I'm trying to really understand what he did, here are my thoughts: So he take a worley noise (4 points) and split up to 5 fit ranges, one is set to the refraction, he multiplies 2 to get the displacement, then he does several multiply with colormix, is this to get the colours on the borders? I tried to do it myself from scratch (attaching the hip too) with a similar but not the same result, I started adding one by one to see what is doing but I can't figure out yet. My main cuestion is, from a designer point of view, lets say I want to create a shader that is black/milky (btw he isn't using SSS but it looks like), how should I think to say: this will be the plastic hole, this will be the border one, this will be the main surface, I guess he's doing all of that dividing the worley in fits right?, mantra is kinda scary yet so powerful. Sorry for the long read Cheers! worley_holes_blackpixel.hip worley_holes_caskal.hipnc
  2. Hello! I am currently working on a project that has the majority of the image is refracted through a ocean spectrum surface. The problem being that I am unable to get AOVs such as point position, depth, and diffuse for the objects that are under the surface. I currently have a work around, where I have created utility shaders to enable control of the elements under the water surface. However, this has resulted in having a different render for each AOV needed! Does anyone have good approach to accessing the refracted objects AOVs? The current approach is a bit cumbersome and time consuming. Any advice would be much appreciated!!
  3. Hi, I am using Substance Painter to paint textures on my object, I have a portion of the object that is glass and I have painted the opacity map and it looks good but when I bring the textures in Houdini I am not getting any refraction effects that we typically get in a glass sphere. I am connecting the opacity map into opacity color and also applying inverse map of opacity to refraction color. But I am not getting proper refractions. Opacity is working fine. Please help.
  4. I'm trying to get some subtle refraction where objects intersect my fluid. It's working, but I can see spheres from the FLIP particles which is making the fluid seem chunky. It should be a smooth looking liquid. How can I fix this? Thanks! flipChunks.hiplc
  5. hey, Ive noticed that when I am adding two pbrspecular vops together, one for reflection the other for refraction I am getting rendertimes that are 4 times longer than rendering without reflection. Ive set up the reflection limit to 1, refraction is on 5. Reflection rays getting trapped in refraction, I guess. I am aware of refraction being expensive, but how do you cope with refracting objects?
  6. Hello, Will using a fresnel/refraction pass and using this in compositing, be faster than rendering the refraction in my beauty pass? My thought is yes, plus I will be able to control just how strong the refraction is in comp(nuke). Any advice would be appreciated. Thank you for your time. -Jim
  7. Hi there, A good friend of mine recommended me the forum, so here I am . I started to learn houdini a week ago, I'm specialized in rendering, and I have a couple of questions regarding mantra and some special settings. My first issue is that I cannot recreate the refraction effect that allow me to color my shadows. The light is going through a red transparent object, so the shadow projected from that object shoudn't be that dark, but less opaque and a bit redish. For those of you that are familiar with vray, the option in that renderer is called affect shadows, in the vray material refraction tab. The second weird thing I have is regarding the image planes that should allow me to render extra aov. I do understand the concept of "export components" assigned to all the image planes that get the component attribute. But what if you want to have, let's say for the direct lighting (per components) image plane, the diffuse component only, and for another image plane (indirect lighting per components for instance), you want diffuse reflect and refract ? If you put diffuse, reflect, refract in the export components, you will have diffuse, reflect and refract for all the image planes. I'm not sure I'm super clear in what I'm saying, so please let me know if that's not understandable. Thanks in advance for your help. I might come back with other questions later . Cheers ! Lyonel
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