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Found 14 results

  1. Hi, can anybody confirm or invalidate my suspicion that op: expression in shaders context (mat or shop) cuurently doesn't work? I know syntax has been a bit inconsistent between different Houdini versions but right now in 16.5 it doesn't seem to work at all for me. i tried: op: /obj/copnet/OUT op: "/obj/copnet/OUT" "op: /obj/copnet/OUT" op:`opfullpath('/obj/copnet/OUT')` and many other mutations of the same thing. anybody? thanks, D. file attached just for case copReferencing.hiplc
  2. 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
  3. Hey Guys, Im working with a particle simulation and I cant seem to figure out how to get the colors generated in the particle sim to apply to the shader being applied to the instanced geometry. Any help would be awesome. OT111_0010_glitter_v001.hip
  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, 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.
  6. Help a brother out, I'm getting headache by trying to figure this out. At this point assuming it's a limitation of the software. I've been getting more into procedural texturing and shading and sometimes want to blur those textures for example to use as a mask. This far I haven't been able to figure out if there is a way to blur or filter SHOP textures in a similar way you could in COPs with Blur node. I guess SHOPs can't do this since the procedural textures are resolution independent. However is it possible to maybe import the texture to COPs and then after blurring there back to the shader again. The main thing being I want to avoid writing out the textures in between, if there is a interactive solution for baking texture out then maybe that would be fine. Attaching a examle scene file with texture() blur and example procedural texture I want to blur out. Thanks! textureBlur.hip
  7. Hello i think it must be a general question, but after many tests, I have achieved nothing, so in geo context i have Cd attr (red color on box) How import color into my material vopshop network the final image should be a half red/white cube in attached file simple example of what I mean Cd_import.hip
  8. I have a question about noise texture I use rest POS to give noise material If the size is very small there will be flashing Now I don't know how to solve, Or other way to make this kind of small dot I hope that the master to help me rest noise.hip
  9. in shop noise problem

    I have a question about noise texture I use rest POS to give noise material If the size is very small there will be flashing Now I don't know how to solve, Or other way to make this kind of small dot I hope that the master to help me rest noise.hip
  10. I have a question about noise texture I use rest POS to give noise material If the size is very small there will be flashing Now I don't know how to solve, Or other way to make this kind of small dot I hope that the master to help me rest noise.hip
  11. Recently I am using quite a bit the amazing inline and snippet vops in shop context to write volume cvex shaders. Really amazing stuff cause I can pretty much copy and paste the code from an Attribute / Point Wrangle node in sop context. Question 1: what is the difference , advantages , disadvantages of inline VOP vs snippet VOP ? Question 2: I am trying to use the command "chramp" to manipulate a value in a inline vop in a vopcvex shader with no luck. I tried the same with a snippet vop, same problem. (test hip file attached) From "snippet" doc: chramp is not mentioned but I guess it should work as well. Has anyone experienced anything like that so far ? (H13.0.476) chramp_issue.hipnc
  12. Hi guys! I got 2 questions for, I think, advanced Houdini users(or for everyone else). I've created standart material in SHOP(Clay, for example), and I turned to OpenGL tab. I want to see as many graphic information as it could be done. So, I set normal map texture in its field - and nothing happened. I've tried to configure it, tried to add light sources, different viewport shading types, even different OpenGL version in Houdini Preferences. Nothing has helped. When I put my normal map in Bump map field - it worked, and worked fine. But why I cant see normal map that I've set in Normal Map field? This is a first quesion, thanks! Next - I've got 2 differnt UV sets for my geometry, and 3(three) layers of diffuse texture, mixing by alpha channel. And two of them are for uvset1 and third is for uvset2. And it renders fine. But when I try to set this textures as multiple texture layers in OpenGL tab - it working strange. For 1-st texture it uses 1-st uvset, for second texture - 2-nd uv. And for 3-rd - it try to use 3-rd(undefined) uvset, or 2-nd, I don't even know. So, how can I set uvset for each texture layer in OpenGL tab manually? Combining 2 layers in third party software(like Photoshop etc.) it's not an option. I've tried to load in 1-st texture field picture, that has already combined in my shader net(by color mix) - it wasn't worked for me. Maybe, there is some way for send to OpenGL texture field result of my shader net(color type, etc). It(OpenGL field) is working with texture in file, as I can see. It would be great, if someone can help me with this issue. Sorry for some mistakes in text(I believe, there are some of them), english is not my native language. Paul
  13. 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.
  14. Hi all, This is a double post from the official forum because I got no response after one week there. I want to make a custom SHOP in HDK. The SHOP should be able to accept a series of custom VOP (limited in this context) and retrieve the information from the network of children VOP. Then the retrieved information could be acquired by SOHO program called by custom ROP. In Short, it is like "Material Shader Builder" in Mantra. Is there any example or instruction on this topic? I have searched HDK and only find headers about SHOP, there are so many virtual function not fully explained inside. I really need some advises. Thanks.