PJM33 started following How to have Redshift read downloaded FBX shaders in Houdini
PJM33 posted a topic in Lighting & RenderingHi Guys. I downloaded this FBX file a while back and it's been great. It's a Mark VI ship that's textured. I brought it into Houdini and mantra reads it well. The only problem is I'm using Redshift for the scene with water and I'm not sure how to get redshift to read the shaders or how to connect them. I can't seem to find any useful tutorials on this either. A couple years ago Grand Master Atom was amazingly helpful with a script that he wrote for redshift to read downloaded shaders but I can't get that to work anymore. I think the recent updates over the years broke that script or something. Anyone know how to connect so redshift reads the shaders? Pierre Mark_VI_Patrol_Boat_Dirty.hiplc
Can I bother you one last time about Houdini oceans spectra in Redshift?
I did exactly this:
1 - created SmallOcean inside H16.5. On the /obj/ocean_surface level I created a oceanevaluate node.
2 - on the oceanevaluate node I used the preview_grid and oceanspectrum1 as inputs.
3 - on the oceanevaluate/Geometry tab, I checked UV attribute and Cusp Attribute.
4 - on the oceanevaluate node/Export to Texture I checked the “Bake All Displacements to One Layer”, chose the Channels/“Displacement in RGB, Cusp in Alpha”. Finally I Save to Disk a 1/240 frame range of .exr files.
5 - I opened a brand new H project and created a grid plane.
6 - In /shop I created a redshift_vopnet1 object. Inside it, I created this network sequence: RS TEXTURE(loaded the vector created in 4) -> RS DISPLACEMENT -> REDSHIFT_MATERIAL. Connecting: outcolor->Texture->Displacement, respectively, on those nodes.
7 - On /obj/grid_object/Render/Material I chose /shop/redshift_vopnet1 created just above in step 6.
8 - On /obj/grid_object I applied the Redshift ObjParams and checked “Enable Displacement”.
9 - Finally I created a /out/Redshift_IPR1 and a /out/Redshift_ROP1.
When I render I get nothing but a white rectangle on a black bacground with no ocean displacement at all.
What are we missing?
Thanks again for your help.
Hey guys! So I followed your steps: I baked the mantra ocean uv spectra and assigned it and displaced it to a redshift shader and assigned the 'ocean surface' node to render with the newly assigned redshift shader that has the mantra displacement and I'm still not getting anything to come up on my oceans. I also enabled the Tessellation and Displacement. I've been working on this for days and tried so many things and can't get it to go. Would you be kind enough to take a look at my scene and see if you can spot what's gone wrong? I really appreaciate your help! P SmallOceanTestv02.hiplc
Hey Atom. I baked the mantra ocean uv spectra and assigned it and displaced it to a redshift shader and assigned the 'ocean surface' node to render with the newly assigned redshift shader that has the mantra displacement and I'm still not getting anything to come up on my oceans. I also enabled the Tessellation and Displacement. I've been working on this for days and tried so many things and can't get it to go. Would you be kind enough to take a look at my scene and see if you can spot what's gone wrong? I really appreaciate your help! P SmallOceanTestv02.hiplc
Hey Atom. I've been working on my flip sim 'ocean guided later' flip for a while. I'm trying to render it in redshift. I also heard varomix say this. I do exactly this but my flips are still rendering all white in redshift. I changed the particle fluid surface outpot convert to 'Suface Polygons and turned off the 'volume rendering' and it still doesn't work. I wonder if I'm missing something. I even tried to bake an ocean evaluate from the ''guidedoceanlayer_fluid_extended' node and tried to assign it but still nothing. Can you take a look at my scene and let me know if I'm missing something? MIX_RS_lights__TUT_v02_test.hiplc
Yah I ran the script and it did correctly add a new material node to each geometry object that seems to have a name that points to a Redshift material. But half of the geometry in the viewport is missing the materials and I can't get any of it to render. Am I doing something wrong? Any help would be greatly appreciated. Pierre ContainerShipv01.hiplcContainerShipv01.hiplc Here is the file.
Hey Atom! Thanks so much for this script. It's been a help and step forward to the community. I tried it but i'm not sure if I'm doing it correctly. I'm using Houdini. I imported a cg model that I downloaded from cg trader in fbx format. Houdini and mantra render the materials on the model perfectly but redshift is making me jump through hoops. I created a new shelf tool with your script and it moved the geo nodes within the fbx file in the obj level but it only moved the geo at the top of the ship and the geo nodes are missing their materials. When I try to render it either crashes or there is a render error and it doesn't render. I contacted Redshift and they said that 'Redshift only can work with its own VOP shader nodes, so you are going to need to convert the materials. Of course, you can use the texture maps provided with the models, but using the Redshift texture sampler VOP node to apply them.' Any ideas what I can do to get redshift to read and render my cg model's geo and materials?