Welcome to od|forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

Search the Community

Showing results for tags 'shaders'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 12 results

  1. Just like the title says. Is there a way to add sub surface scattering to the new hair shaders in Houdini 16.
  2. Hello, I am a third year student and have just started using Houdini this year. Whilst doing a basic pyro effect using the shelf tools, I want to render an effect I have applied to an alembic cache animation (done in Maya). I don't want the person to be rendered out but I want the effect around her to be rendered. I tried applying a shadow matte as a material, however, when I do render tests, the whole effects is visible when parts of the character should be covering it. Is there a way to fix this? And also, is there a way to make the fog vanish just before the end of the scene? Also, I was wondering if there was a way to match the Houdini scene to Maya scene? I have tried importing the Maya camera in as an alembic but the camera animation doesn't work and the scene doesn't match to Maya. I understand Maya works in cm whilst Houdini is in M... thats all I know though... I have attached the files! Thank you!!! I hope this made sense! Sorry I'm asking so much!!! Shot_3_v2_002.hipnc KT_Scene_3_v2.abc
  3. hey everyone hope that y'all having an amazing time, just a quick question.., now i know sidefx got reed of some old stuff and introduce new cool stuff in the H16 but i have just notice that there are few shaders missing from the material palletes from the generics shaders like displacement, mantra surface, surface model are gone all we left with is principle shaders and it aint what i am looking for right now does anyone know how i can bring the older shaders back many thanks
  4. Hi, The Exponent option is missing in houdini 15.5. It is still present in the help menu but I cannot find it anywhere in the unified noise node. Is there a substitute to it or is it hidden somewhere? Please help me out.
  5. Can someone please explain the new 'Metallic reflection' parameter in the mantra surface shader to me? I've dug around in the network but it still doesn't seem to make sense to me. Is it affecting the original spec to make it more metallic, or is it adding another layer of reflection? it seems to have the same effect as using the specular minimum parameter, thus effectively mixing between the fresnel blending or not... is that right and the spec minimum is just deprecated, or is it something else?
  6. Hi, I've been trying for a while to render to UVs, but with no success. Rendering the constant shader to UVs works fine, but any other shader just fails (clay, stone, ect). Only the polygons that are seen by the camera get rendered, the rest is just black/shadowed. Any idea on why this is happening? Thanks in advance
  7. Hello everyone, I recently launched my new training series titled "Shader Building in Houdini" This training is a continuation of the Texture Building Series. In this series we take a look at how to convert simple and complex shader trees into usable Digital Assets. The purpose of the training is to help simplify the material building process in Houdini. We will take the PBR shader nodes and convert those into usable Digital Assets that we can then use in production. We also make digital assets to help make the day to day workflow of shader building simpler. Trailer For more information you can click on the link given below. http://www.rohandalvi.net/shader regards Rohan Dalvi
  8. Hello, I am trying to render out a simple scene which comprises of a sphere with a partially reflective material on top of a backplate which depicts a table which the sphere sits on. I have included an environmental light with an HDRI environment map and two area lights which are in the approximate positions of their real-life couterparts. I have assigned a matteshadow shader to the table surface in order to 'catch' any shadows created by the sphere, and am getting shadows on the table surface when I composite the CG on top of the backplate: The problem is that I am also getting the reflection of the matteshadow (table top) holdout on the reflective sphere, and would like to instead have the sphere reflect the true texture of the table top surface. Now I know in Maya I can use mip_matteshadow and mip_cameramap shaders to successfully get this effect, however I have no idea where to start in Houdini for this. Is there any way of getting the diffuse of the table top geometry to simply read the backplate from the camera? I know how to camera project and bake out textures from the backplate in Houdini however I have no idea how to combine this technique with the matteshadow shader in order to get the effect I need. Anyone here know a method for doing this? Any help would be much appreciated! Chibley.
  9. hi,i've recently started learning houdini and i've decided to go into details with the shaders,materials, and SHOP context of houdini and VOPs,but how do i start from scratch to learn writing shaders and understanding all the stuff in houdini VOP and SHOP networks?do you suggest a book or a specific tutorial?can i learn myself or maybe a university degree is needed for this?
  10. I am trying to recreate something I made in Compositing in 3D and been wondering which would be the best way for me to go about it. I have used Houdini quite alot in the past and because I am leaning toward using particles to make this, I thought I would ask the forum and get some professional opinions about how to go about creating this. Whats the best method with least render time to create a groundplane like this and for it to look as good? Should I rather just use maya or is Houdini the right place for this?
  11. Hi, I am rendering a fluid Simulation from Houdini 12.5, I need the follwing pass into one EXR file for that fluid Beauty Pass Flat Color pass Self Shadow pass Desnity pass Shadow pass etc... I am very new to Houdini (three weeks old), I am not sure that, if I use different shaders for each pass how can I integrate them together, or add them to different takes and the combine those takes into one EXR File. I am still learning about custom shaders, I did manage to create a density pass by adding red and blue color in FireBall shader, and then used that paramter from the VEX in mantra as a seprate pass. But my primary shader as is billowi smoke, how do I combine all that into a single file Super Awesome thanks in advance.
  12. Hey, I'm getting a syntax error. "...:16:24: Error 1088: Syntax error, unexpected identifier, expecting ´}´." The error is on the line where I create the matrix and it gives me this error when I try to grab a component of a vector and put it in the matrix. What I want is in the comment. If I replace "Vt.x" with 1 it compiles perfectly. Here's the code: #pragma hint map image #pragma label map "Normal Map" #pragma label amp "Amplitude" surface normalMapTest(float amp = 0.1; string map = "";){ vector Nn = normalize(N); vector tex, newN; // normal map if (map != ""){ tex = texture(map)*2 - {1,1,1}; vector Vs = normalize((dPds * Dv(t)) - (dPdt * Du(t))); vector Vt = normalize(cross(Nn, Vs)); Vs = normalize(cross(Vt, Nn)); matrix m = { {Vt.x,0,0}, {0,1,0}, {0,0,1} }; //{{Vt.x, Vt.y, Vt.z}, {Vs.x, Vs.y, Vs.z}, {Nn.x, Nn.y, Nn.z}}; newN = normalize(tex * m); } else { newN = Nn; } F = diffuse(newN); } Oh and if you see any other errors, please tell me. I wanted to do this as an exercise in VEX Shader Writing. Cheers, Jonathan