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.

caskal

Help understanding a shader

Hello community,

Some months ago I asked how to achieve this kind of effect 

c3c90d38820395.5770c7b5185b4.jpg

 

Blackpixel user at sidefx forums did an awesome job with a mantra shader, at that time I was just learning the basics so I get stuck trying to understand, here is the post if someone wants to check out ( https://www.sidefx.com/forum/topic/44970/ )

I'm uploading the file that blackpixel did, all in mantra with shader builder, now that I learn the basics of shader builder I'm trying to really understand what he did, here are my thoughts:

shader.jpg

 

So he take a worley noise (4 points) and split up to 5 fit ranges, one is set to the refraction, he multiplies 2 to get the displacement, then he does several multiply with colormix, is this to get the colours on the borders?

I tried to do it myself from scratch (attaching the hip too) with a similar but not the same result, I started adding one by one to see what is doing but I can't figure out yet.

My main cuestion is, from a designer point of view, lets say I want to create a shader that is black/milky (btw he isn't using SSS but it looks like), how should I think to say: this will be the plastic hole, this will be the border one, this will be the main surface, I guess he's doing all of that dividing the worley in fits right?, mantra is kinda scary yet so powerful.

Sorry for the long read

Cheers!

 

 

 

 

worley_holes_blackpixel.hip

worley_holes_caskal.hipnc

Share this post


Link to post
Share on other sites

Still there?  If you move those VOP nodes into a top-level Material Node (/mat for example) you should be able to drag each VOP node onto the render view and Houdini will create a temporary shader so you can visualize what each VOP does.  I am no shader expert, that's for sure, but each of those nodes does a single job and in order to understand you will have to experiment.

Edited by trojanfoe
Spelling.
1 person likes this

Share this post


Link to post
Share on other sites
On 2017-4-28 at 3:23 AM, trojanfoe said:

Still there?  If you move those VOP nodes into a top-level Material Node (/mat for example) you should be able to drag each VOP node onto the render view and Houdini will create a temporary shader so you can visualize what each VOP does.  I am no shader expert, that's for sure, but each of those nodes does a single job and in order to understand you will have to experiment.

Hey @trojanfoe thanks for the tip, that will make things much easier to understand, will give a try now, cheers!

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now