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Showing results for tags 'specular'.
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Hello everybody, I am trying to add specular on uniform volume shader as in the following link: https://vimeo.com/159216723 (made by Jack Yu). To make it, he gives us the following explanation: "Uniform volume shader is a default Houdini shader, all you have to do is convert your particle to VDB then generate the gradient filed, use the gradient field as surface normal to calculate specular in uniform volume shader." But I did not succeed has to make the last step. Here is my .hip Thanks for help. test_uniform volume shader.hiplc
mikkelm2 posted a topic in General Houdini QuestionsHey guys!!! I’m playing with a large ocean render using Mantra PBR. In my scene i have a simple HDR environment light, and an Area light. The Area light is actually creating all the specular highlights in this render and shader is the default from ocean waves. I’m not sure what passes to render for composite.. Right now i’m rendering depth pass, normal pass and directreflection pass. I would really like to have the specular in a pass, and maybe some kind of motion vector pass, how do i achive this? Since i'm using the defualt shader, i'm guessing i just have to use the correct vex variables for output extra image planes? If that makes any sense.. And can you houdini experts perhaps recommend me some other passes to render for oceans and flip fluids? Any help is greatly appreciated, thanks!
Hello I have been wondering how to achieve shape of specular reflection that can be seen on photos of earth from space. Is anisotropy the only way to achieve this? Also how would you link camera's position to anisotropy rotation? (for example when significantly moving camera / sun) Also can anisotropy reproduce this effect accurately? When I tried stronger anisotropy on sphere, the shape of specular started to becomy curved. I think that this specular shape is caused by "miniature" displacement of ocean. But for this kind of scale I think it wouldn't be possible to displace ocean geometry. Thanks, Juraj
Hello, How to control specular samples? My actual workflow to control diffuse/specular samples: create area light position it then turn off specular contribution and set "sampling quality" as is it in most cases then copy the same area light and turn off diffuse contribution and turn on specular contribution set sampling quality to minimum 2 without those steps I get specular flickering with displacement materials [specular noise?] and to completley remove it I would have to set global samples to 2-128 and pixel samples to 14x14. With 2 area light instead of 1 [diff and spec contributions: sampling quality increased] I have pretty clean renders with 8x8 and 1-18 global samples = quicker render. The only bothering thing is that I have 2x more lights and it takes some time to set and organize those. example: [from 0:20 to 0:22, you can see random white dots in the background].Arnold renderer [which is pathtracer as mantra is] gives you ability to set every type of sampling.