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Found 63 results

  1. 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
  2. Hello all, I am trying to figure out how to create a procedural shader that looks like sand (Applied to geometry, not particles) Are there any posts that you guys can point me to that would help me know where to start? Thank you Sand shader for dunes_v01.hip
  3. Hi guys I recently created a free asset to test shaders in a consistent environment regardless of the scene I am. I am kind of old school and feel a consistent shading testing area is very comfortable to create different shaders. The idea is that no matter what complex scene you are in, you can just bring this asset and then test render shaders on a tri light set up with background and env. light. The asset itself is very flexible. multiple shapes test, and grid or plain background. You can even bring your own object or shader ball into the scene. You can find the asset here: https://www.orbolt.com/asset/Butachan::nh_shadertest::1.0 Please read the instruction as I made the asset object, light camera, and actually everything invisible in the scene so it doesn't really clutter the scene you are working. I also made it open because as it is a render related asset I feel it will need some tweeking here and there to adapt to your needs. Bests, Nico.
  4. Hello guys, I'm working on a Bifrost liquid mesh that I imported into Houdini to render it with mantra since Maya couldnt manage my huge alembic file ( +300Gb ). There is no foam yet since it's in the process of meshing but I wanted to know what do you think about the liquid mesh shader ? I used the Ocean material from Houdini with some adjustment. Thank you guys!
  5. 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
  6. Similar to the H14 workflow of hitting X on the currently selected node in any vop context to create a visualizer node, I want to do the same but connect the currently selected node to the compute lighting Ce output (or a bind export node set ot Ce but that can throw errors) to quickly visualize the color data of the map I am working on without having to do expensive shader calculations. The visualize node is great when working with Cd in SOPS but does not return the same functionality in shaders This is a default hotkey in arnold for C4D, its like alt+w+v or something. I'm sure there is a way to do this with a python script attached to a hotkey. Any ideas?
  7. Hello! I am making a geometry deformer to simulate large waves for a student film (we don't have the resources or time to sim out a large tidal wave), and I'm having difficulties with the shader. I'm starting with the default ocean shader to get a feel for it, but the displacement and creation of the white caps and foam are being stretched and look wrong due to the deformer. My thought process is, is there some way to include my deformer in the displacement process so it is factored in when white caps/foam are made? If not, is there some other way to effectively use the ocean shader on a deformed grid (without losing the white caps/foam)? I'm really hoping to be able to have the white caps/foam on the crest of the large wave the same way it appears on the small waves created by the ocean displacement. My files are attached, I apologize for the messy VEX in the hda, I've been hopping between VOPs and VEX in its development. Also note: the displacement maps are set to .picnc instead of .pic because I am working in Houdini apprentice currently. Thank you! displacementworkaround_v01.zip
  8. Hello guys, I have a question about how to compile my VEX code to a VOP network by VCC complier? I know there is a mode "-m" before, but it isn't work now, How can I do this in Houdini 15.5? yuqing
  9. I made flip sim with splash container and ocean spectrum. I transferred uv from ocean grid to flip surface and made custom foam mask. But when i use oceansurface shader foam looks not the same as on the ocean. It strobing and fast change structure. I made simpl scene to check, if someone can help me to understand what is wrong ir would be great. Thanks! test.hipc.hipnc
  10. 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!!
  11. Here is a simplification of my problem: I have two side-by-side volumes, and one of them has voxels that are twice the size of the other's. Or, another way of wording it – I have two volumes that are the same size, with resolutions e.g. 10x10x10 and 20x20x20. When I render the image, there is a seam between the two volumes. This seam is not there if the two volumes were have the same voxel size. How do I remove this seam? Is there something I can do in the shader? seam.hipnc
  12. Hi, It seems i cannot get the emission to work anymore when using a mantra shader or a material shader builder. The object doesn't light up nor illuminate other object. It works fine with principled shader tho. The project i am working on needs object to evolve thru attributes from emitive to refractive If anyone has a tip or a work around it would be apreciated Thank
  13. Hello guys! I'm some kind of a newbie to Houdini but not really in the 3D field. I would like to have some feedback and your opinion on my ocean shader. It's a simple scene which will be animated with a camera traveling toward the horizon, I use it to learn more about houdini ocean shader. Here's my shot : It's been few days I'm struggling with this one, so any feedback is more than welcome! Thank you guys, have a nice day.
  14. Hi all, I'm looking for learning resources to help me with writing a new operator type, but I'm also very interested in writing shaders in general. For writing shaders I've essentially only found an old odforce article from the wayback machine. It could be out of date as far as I'm aware, but I cannot find anything else. Anyway, rather than writing a whole shader I'd rather create a new operator, but I can find no resources on this at all. Is this in the documentation somewhere and I've missed it? For example, the $variable notation I've not seen anywhere else except when I cracked open an existing operator, along with essential looking syntax like the $isconnected_variable to determine if a variable is plugged in. If someone could point me towards some sort of documentation I would be very grateful.
  15. As a novice I can quickly see what a HUGE amount of time might be spent iteratively tweaking the various settings in Mantra Surface materials to get just the right look. In addition to what is installed by default, is anyone aware of any 3rd party libraries of material settings for Mantra Surfaces?
  16. It's about not just only shaders, so I ask in general Houdini Question. I was studying shaders.. like fractal (mandelbrot) and https://sdm.scad.edu/faculty/mkesson/vsfx319/wip/best_winter2011/ali_jafargholi/project_4.html This is the references(maya works - end of the line final works) I create a fractal vex code in shop level. I want to use the material's color value. It is used as velocity of particles.. When I apply a material shader which I created to a grid, I don't know how to use color(Cf) values(->shader applies to my grid) Is there any way to get Cf value on my grid?
  17. Hi, just a quick question: some SHOP nodes have a geometry input. like pcopen, intersect, etc. I'd like to point these inputs to the geo node existing in the scene rather than file on disk. Same thing like bringing in the COP result into the shader by typing `op: obj/copnet/OUT`. But it seems to be not working for geometries. Is it really necessary to cache out geo before using it in the shader or is there some trick to make it work like with COPs? If it is not possible, is there any good reason why? Caching things out can be a bit annoying part of the workflow sometimes. thanks, D.
  18. Hi, I'm having a ton of problem creating a realistic leaves for a personal project. Basically, what I'm having trouble with is getting good-looking translucency for my leaves. What I've tried: Custom shader with diffuse from both sides of leaves, Mantra surface with thin-film refraction (best results) and SpeedTree's shader. I haven't achieved anything I'm too happy with with any of these. So if you have any tips on how to deal with this, please fire away. Cheers, Jonathan References/Examples: http://images.fotocommunity.com/photos/nature/abstract-nature/sunshine-through-the-leaves-d4b9bf47-1098-46fc-9c4a-1a58022d81a8.jpg http://www.ronenbekerman.com/forums/attachments/landscape-vegetation/10295-realistic-foliage-test01.jpg http://www.ronenbekerman.com/forums/attachments/landscape-vegetation/10273d1346438773-realistic-foliage-img_1594.jpg
  19. Hi guys I just joined the forum and this is my first post! I'm an FXTD student learning houdini and I have a shader assignment that I will be beginning soon. I have a few ideas for a shader but I wanted to pick one that would have some relevance to an actual studio production. Can anyone speak up, and give me a few examples of shaders that you or someone you know may have built? I was thinking of maybe some burnt flesh (burning a steak or side of pig with a torch) Im not really sure what kind of materials and shaders would be done by texturing or look dev and which ones would be done by an FXTD, No simulation shaders, just for an object.... Thanks for the help!
  20. I am looking to write some procedural shaders for a project I am working on in school, and I am looking for a good place to start. I haven't written shaders before, but I understand the basic concepts. Can anyone point me in the direction of some articles or tutorials that are more current? I have tried to find some online and haven't gotten much. I have viewed the Masterclass for shaders on SideFX, but didn't get much new information out of it.
  21. Hi everyone, I apologize if this has already been asked but i couldn't find an answer for this precise case. I have points with a bunch of attributes and I'm using an Instance Node to render them. Each instances is set by an instancefile attribute. I want to use the id attributes to export aovs from the shader but I can't find a way to have the instances inheriting the points attributes. You can see in the example file what I wish to do with the instance display node unpacked. I saw post about the function instancepoint() applied to the object to instance but I guess that in my case I cannot use this with instancefile since files are written ahead. Maybe should I find an other way to instance my geometries which are currently in files debris.0001-0050.bgeo.sc using the attributes pieceNbToInstance to somehow filter the piece to import but ideally I'd like to use the easiest way if possible so I don't write unneeded stuff in the IFds. Any ideas ? Thanks ! Chris instancefileWithAovsUsingAttributes.v1.hipnc
  22. Hi all, Ok, this is really confusing me. I'm trying to render a pointcloud (as points under the Render>Geo tab of object) with a constant type shader which inherits the alpha & pscale value per point. I'm doing this because I don't really want to light the scene (at all) to save render time - and the points just need to be graphical representations, rather than look like anything 'real'. My issues are: a: Point color always seems to be washed out in the render view compared to viewport. (Because of auto headlight generation I'd assume?) b: The 'constant' shader doesn't allow for a per-point alpha (as far as I can tell), and must be lit to be seen. What I'd like to a achieve: I'd like a shader solution that inherits my user defined pscale & alpha & doesn't need to be lit. Any suggestions? (Massive apologies if this is a rookie thing, as I suspect it probably is. Maybe I'm not searching the correct terms in the help docs/here. I found this post about additive point rendering, but it's not quite what I'm looking for.)
  23. Hi! I'm trying to obtain a displacement noise on the particles surface, but I can't do it if I'm rendering particles as point, and if I use the copy with a sphere it start eating a huge amount of memory. Is there any other solution? Thanks! Marco
  24. Hello, I'm trying to build something similar to this : http://forums.odforce.net/topic/19041-pbr-rayswitch/ I try to avoid inline code as import ray node is now present (at least in H15, maybe in some older version) My issue come from the ray import node. It always return me an error 'call to undefined function 'simport''. The import surface variable node raise the same error if it can help.. Am i using it wrong? Thanks ! Edit: I may be in the wrong section (maybe rendering is more appropriate). Don't hesitate to move it ! rayImport.hipnc
  25. I wasn't entirely sure what to call this as its quite a complex task.. Basically, lets say I have a faceted spehere with some boxes around it. I want to create a primitive attribute on my faceted sphere which corresponds to an id stored on each box and will essentially tell the shader which box it should render. So maybe 'attribute-based object linking' is more appropriate.. Is this possible? In my head I was thinking I could create a shader for the sphere and inside send a test ray to check what this interescts with, if the object id that it hits corresponds with the sheres primitive id that the ray came from then render this object, if not then ignore this object and carry on pathtracing... This would need to be done for reflection and refraction.. Possible?