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Found 72 results

  1. I have a small compositing network which I want to reference as texture in the shader using the op: expression .ie op:/img/trail Even though I've managed to make it work several times, I always find it a bit flaky and many times mantra doesn't manage to load the image, even though it may be visible on the viewport when referencing the same image operator in a uvquickshade node, or just by loading the shader. It works with a principle shader out of the box, but if I put the same shader within a material builder it breaks. Is there a render attribute or something else I need to add to the shader? I understand it's better to use pre-rendered images the normal way, but I want to use dynamic heighfields SOPs for textures and ideally avoid having to write out thousands of frames in advanced.
  2. Hi Odforce FXers, Has anybody dealt with the houdini 16 hair shader (not hair shader core). Is there a way to promote the layer parameter in the shader so I can have the option to mix in a second hair shader. The current shader, when I dive in to the node, has the layer attribute discontinue after it is output from the hairshadercore node into the compute lighting. If I attempt to promote it, the layer comes out as an error. Thanks.
  3. With the new tutorial I am trying to somehow get this to work with default mantra, like the original tutorial, But i have some issues, hoping someone will point me in the right direction. I have attached the hip file here hoping someone will download, and correct it and show me how its to be done correctly for mantra. EdgeDisplacement_01.hiplc
  4. 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
  5. Hello! I am trying to create a shader with the Arnold VOP network that is comparable to the ocean volume mantra creates when the ocean toolkit is used. I have Arnold experience, but am having a hard time finding resources related to rendering volumes with Arnold (that are free, I'm a student on a budget). Any help would be appreciated, thank you!
  6. 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)
  7. Hello everyone, I'm beginner in water simulation and I would like some tips if it's possible. For the simulation part, I'm not in trouble for the moment, but the rendering it's another thing. I'm trying to make an ocean flip simulation of a submarine going out of water, for the ocean shader, I have something pretty good now with ocean spectra and the ocean shader of houdini 16. The problem is the whitewater, for the ocean surface (the flip mesh) I don't know how to do the white part like in the sreenshot, is it particles, or tweaking the shader with velocity or vorticity, but which parameter in the shader (refraction?) ? And for the foam, spray, bubbles , I have to render simple particles or do another thing? Thank's for your help, I want to learn water, it's very fun to do! I let the breakdown of the screenshot here
  8. Hello! I can't get to work the new ocean surface setup, even with the provided scene files. I the viewport it's seems fine, but it renders flat. (and without the foam) Yes, I baked the spectra node. Can anyone point me in the right direction? There is none learning material about the new ocean surface, not a single tutorial, only the masterclass. Thanks
  9. Hey guys, I'm new to mantra, made a material and I'm trying to animate, for example changing te offset on the noise or the displacement amount, but seems not having effect (i'm renering in mplay), also tried promoting parameters with no luck. Displacement says: cannot have channels wich depend on time Also Im trying to get the artifacts out, added some dicing to geo node as well as in rop, should I increase more? Thanks! mantratestanim.hipnc
  10. 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
  11. 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
  12. 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.
  13. 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!
  14. 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
  15. 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?
  16. 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
  17. 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
  18. 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
  19. 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!!
  20. 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
  21. 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
  22. 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.
  23. 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.
  24. 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?
  25. 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?