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Found 27 results

  1. Hello, everyone! I'm very excited to share my Procedural Lake Houses tutorial series, where I show how to generate the houses all the way from base silhouette to final shading. Example of the Generated Content: Link to cmiVFX page: https://cmivfx.com/products/494-procedural-lake-house-building-creation-in-houdini-volume-1 Thank you for watching and have a good day!
  2. Hi everyone I'm doing a personal project for improve my skills w/ Houdini, in this project I'm creating a Jellyfish, I already animated and modeled inside Houdini, but I'm having some problems with shading, I wanna create a shade like this one: https://www.behance.net/gallery/24460837/Jellyfish-Rise-3D-CGI, I don't know how I can do that, and for where I can start. Do you have some suggestion?? Thank you.
  3. I'm posting this on behalf of Benuts, a VFX company based in La Hulpe, Belgium. We are looking for an experienced artist to help on water/ocean simulation and shading. We're looking for someone with a lot of experience on that specific topic to help finalise shots for an ad, with opening sea - Moses type effect. More information will be provided after contact. If you are interested, please e-mail Alexandra Meese : alex@benuts.be
  4. I have primitive groups set up in SOP level, something simple like a box with a voronoi fracture applied with the inside and outside primitive groups. How can I access this primitive group in shop context? I am trying to compare whether or not a shading point belongs to a specified group so I can create a mask. I can create a attribute at sop level to store the group information on the points and that works, but I want to do this in the shop context because the geometry will be heavily subdivided and displaced and I need the accuracy. Any thoughts?
  5. Hi everyone. First post here and new houdini user, so be gentle! I'm trying to understand how one might go about adjusting an HDR within Houdini rather than adjust in another DCC and reload in Houdini. I tried loading the HDR in to /img/ then adjusting with a color-correct before loading in to the mantra environment light using an "op:" path, but this introduced a painful delay as houdini seems to "cook" all too often even when as far as I would assume, the HDR doesn't need colour corrected until render-time, and even then, only on a per-pixel basis during render. So, I assume I am approaching this from a totally non-houdini way of thinking. The options as I see them are 1) Adjust the HDR in a different application. 2) Adjust the HDR in the environment light by adjusting the color tint values. 3) Adjust the HDR in the /img/ context and save out with a ROP when satisfied with the result and then pass the direct path to this saved file to the environment light (rather than pathing to the file-in node within \img). 4) Access the file-in node within the environment-light and add a color-correction in there (although when I open the environment light node network, there is no sign of the file-in as one would expect or as you can find in a standard mantra shader node network). So, I guess my question is, where I have a 'map' in houdini, what is the best way to colour correct the map either by processing outside the object or inside the object node network? (where 'object' could mean primitive/light/shader/etc). Thanks
  6. Hi, This is something I really don't understand and I didn't find anything in the Houdini help. Can anyone explain it in simple terms? Is it only useful in shading? Thanks
  7. I have been fiddling with making a rust texture that has features that are able to be controlled from a point cloud. That way I can have a bit more artistic control, while still being entirely procedural. That is kind of the essence of the assignment I am working on. Unfortunately I am pretty sure that I am doing something wrong with the point cloud in the VOP network, because It will go ok without an error for a bit, but then it will suddenly start giving me an error that some shader doesn't exist, and the name is something like Ѣæŗ.vfl or some other random ascii code. I go reoutput my .sc file and it works for a bit, then suddenly breaks again. Also, I tried to use an op reference to it at one point, and it didn't really like that either. Any ideas? rustExperiments.0.0.2.hipnc
  8. I'm curious about the displacement vs the bump settings in Houdini's principled and mantra surface shaders. Is there any difference between bump and displacement with 'True Displacements' unchecked?
  9. Hey Guys, I have been playing with a raytracing shader. The surface I apply the shader on and the actual position I am computing in the shader is quite a faire distance away. It's like I'm looking through a window. All works well and good however I am now looking into implementing Deep data in this shader We can read deep data with dsmpixel. But is there anyway of writing it out from the shader ? At the moment my deep data comes out with the actual plane surface data that the shader is applied to but not the objects and procedural inside the "window" which my shader generates. Do any of you have any clues on how to feed this custom data to Mantra do so ? Is it just an simple array variable to export or a twin array both depth and color/alpha ? Is it even possible ? Thanks for any idea you might have. J
  10. Hello everyone, does anyone know how can I shade a fractal shape like this on the picture with houdini mantra?? Thank you.
  11. Hi guys, I've been trying to layer 2 normal maps inside one shader and I can't quite figure out what is the right way of blending them. I tried mixing them, adding them, multiplying and subtracting the difference but I can't get them to look correct. As a reference I combined the 2 normal maps in Photoshop by overlaying the red and green channels and multiplying the blue one and I still couldn't get it to match in Mantra. In my file you can see that I have the displacement texture nodes and I'm plugging them into the baseN, and then you can compare it with the displacement texture that is already loading the layered normal from Photoshop. The only way I found of doing this in Houdini is going inside the displacement texture node and doing the same I did with Photoshop combining the RGB channels right before they go into the Displacement node and the normals are calculated. The problem is that it's not a very elegant solution, and I also have the problem that I can't do this with a bump and a normal, so I'm trying to figure out how I can layer the normals themselves, not the textures with the color data. How can I blend 2 normal maps together, or 1 normal map and a bump map? Is there any way of doing this manipulating the normals or will I always have to resort to blending the RGB channels and then getting the value of the normals? Here are the renders showing the difference between the layered normals in Photoshop and the one where I add the normals together: Here is the file with the textures. layerNormalMaps.zip Cheers and happy new year!
  12. This is my Technical Reel with some of the things I've been working on lately - mostly focused on lighting, shading and rendering. Please go to vimeo and watch it in HD as a lot of stuff is really hard or impossible to see in the SD version. Feel free to also check out my other work on my website (95% Houdini / Mantra) www.dennisalbus.com/portfolio The Blog is unfortunately a graveyard right now but I am planning on posting regular updates and information about some of my tools and shaders soon. Cheers, Dennis
  13. Hello Community, ( I hope that's the right thread for this type of questions.) in the course of my second year studies at the Animationsinstitut in Germany I'm going to shoot a short film showing the metamorphose of a man, whose skin turns into printing press letters. Concept and references: My skill set mainly covers Compositing and the basics of Visual Effects. So I thought to use a project with real deadlines to boost my 3D skills. For some time now I gradually familiarize myself with Houdini. Feels like doing some kind of 3D Compositing. Like it so far. Now I definitively could need some help for the technical realization of the concept. Tutorials on the web are great, but don't cover this particular Effect. As can be seen from the images I want to randomly scatter letters across a surface. So far I experimented with displacement maps but I'm not sure if that's the right approach. I was told SOPs are the way to go. Is it possible to randomly instancing geometry so they move close together without overlapping? And if that was the case, would there be a procedural approach to generate the different letters/symbols? Regarding animation: I just want the transition to be animated. So we move from skin (live action) to roughly brushed plumb to the letters. Imagine the brushed plumb gets grooved and reveals the letters underneath. Any ideas and comments are very appreciated. (By the way, I put in my head to finish this project somehow by the end of July.) Thank you very much for your attention and interest. Regards, dk
  14. Hello all, I was needing some help with getting the Exported maps from Substance Painter into the Chrome material in H14. I am exporting the following maps: Base Color Roughness Metallic Normal Height Emissive I am trying to reassemble them in H14's Chrome material. I know the Base Color goes into the Base Color Map in the Surface Tab Diffuse Tab. I think the Metallic map goes into the Reflection Mask Map in the Reflect Tab Reflection Mask Map Tab. I'm not worried about the Normal, Height or Emissive maps yet so that leaves Roughness. Roughness is key to the aged look I'm trying to get. In Substance Painter the textured model looks like this: A Houdini render looks like this (notice the difference the Roughness map makes against the SP render in back): I don't suppose someone could lend me a hand on how to get Roughness maps from SP into the chrome material in H14 could they? It would be really helpful. Thank you David
  15. Hi, I'm looking for a Houdini Shading/Lighting artist, to share a project with photo-realistic skills needed. This is NOT a volunteer job, it's a paid work and you will be asked to estimate the budget cost. I'm available to tell you more, and to send you some elements to help you to find out more about the project. I have a rough storyboard and an example of film which will be the model of the 3d work. I work as graphic designer and I usually do some simple 2d-3d broadcast motion design for France. You can find some examples of my work here vimeo.com/69952906 Thanks in advance ! Mathieu
  16. what is the difference/advantages between surface model and lighting model.
  17. we are urgently looking for people familiar with houdini mantra rendering. - junior houdini artists that like to render - senior mantra artists for an animated TV series production based in vienna Austria please go to talent.arxanima.com or send email to talent@arxanima.com subject: houdini rendering we are based in vienna austria so european work permit is a big plus pls let us know where you are from and if you have euro work permit
  18. Hi, i love the shading/material and lighting/rendering part of the pipeline,in a word,the realism part of CG, yesterday i bought the book "The RenderMan Shading Language Guide", i heard this renderer is the industry standard(is it?) so for now i want to focus on and start learning how to write shaders with it : 1 - how do you evaluate the book? 2 - i'm starting from scratch but i know the C language a little,should i know C before RenderMan? 3 - i heard RenderMan is similar to VEX,is it really? 4 - how do you compare RRMan with Mantra?(they say PRman is THE software itself) 5 - is this book a good starting point for using PRman IN HOUDINI?i mean is the code constant no matter where and in which software it's used? 6 - and finally, if the book is not good then what sources do you suggest to master the renderman shading language?something like fxphd course on renderman?
  19. 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.
  20. Hey I've just created some particles, that drives my smokeless flame. And now I want to shade my flame based on the age of the flame, but I have no idea on how to do that. If somebody could put together an example that would be fantastic, or if anybody will explain it to me, please make it as simple to understand as possible, as my brain is about to melt! Thanks a bunch! Cheers, Jonas Jørgensen :-)
  21. Hey I'm having a strange issue. I modeled a fosset to shade but the S & T are just strange. I'm confused since I thought S and T were suppose to have everything to do with the UV map 0-1 space. However, here (see image) I am getting some strange results which cause my shader to appear almost at random. I dropped in a perfect asset (shirt geometry) that works perfectly in production when I textured and shaded it, but as soon as I plug in the S into the color ouput of the material shader builder it appears super strange. I'm confused at why I'm getting these results. Thanks
  22. I am doing with RnD with displacement on the pyro shader. The displacement for the most part is working as expected but I am getting some issue on the edges that I can't quite figure out. Please see attached image. I tried going lower on the displacement scale but the problem still exists. Any ideas? Thanks.
  23. 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
  24. Hi! I'd like to present you my 2013 VFX Reel. Most of the work here was created with houdini and rendered with mantra. Thank you! https://vimeo.com/io...s/vfx-reel-2013
  25. I have watertight geo with a concave top. You can visibly see the edge of the concave part surface which doesn't seem to be receiving light. I am using the standard mantra surface shader with subsurface scattering turned on. Any idea why this is happening? Cheers!