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Found 122 results

  1. Hi, I'd like to visualize the optical effect of looking through a procedurally generated faceted glass object in the viewport. Karma works but I'm wondering if there is a faster option with OpenGL? I know it's easy to setup a refraction material in Unreal Engine, is there maybe a simple recipe in Houdini too?
  2. Multi Texturing

    Hi, I try to find the way to mix two diffuse based on point color and input that in the material diffuse. What's the best way. And, does someone know a good tutorial that cover the material and shader in Houdini ? thank you
  3. SBSAR Files for Redshift

    Hey party people, Has anyone developed a solid worklflow for getting .sbsar files to work with redshift inside houdini? Did some research on it, but it seems like I am not the only one struggling with it! Excited for your opinions Cheers, Felix
  4. Hi guys! I've been hitting this wall project after project. I am not good at scripting, but i was wondering if a script or a function could be done, or if it's a crazy idea. Well, usually when I recieve a model from a modeler, the guy has already assigned materials to the model, that houdini will read like shop_materialpath. Ok, now, if the model has 10 or 20 different shop_materialpath, it's really painful to check 1 by 1 the names and make 1 by 1 the shaders with the same name under the mat context. Do you think there is a workaround in scripting to make this process automatic? What is your workflow about this subject? Have a good day guys, if I get anything working I'll post it here, since I think it could be a really cool tool for everyone!
  5. Hi. I want to apply displacement to the area I want. For example, I want'dis' to be applied only to the red area as in the image. But I am not sure how to do it in the shader. Could you please let me know? Or maybe it's a reference address. The example file is also good. Thanks in advance.
  6. Setting the edge color

    I grouped the edges and colored them, but that's not what I want. I want the color to enter only the edge I want as shown in the picture 1. And I want to apply this to the shader and use it as a path. What should I do? Thank you.
  7. Hello, everyone! I have a question about shaders. Like in the image ... It should shine like a lava shader. For example ... I want to give a feeling of shining from the inside. It's like seeing inside a ghost's body. I don't know if the explanation is enough, but ... Could you tell me what keyword to search for? Is it just necessary to adjust the transparency of the mantra shader? Thank you.
  8. HI My extended ocean have very high specular and I couldn't reduce it or ged rid of it. My lighting rig is Sky Light light, rendering in Mantra using the default ocean surface shader. I tried everything i know the specular is still there, even when when lights are off , I have turn off the "reflect lights" option, the specular is gone but I end up with a flatten not nice look.. Attaching frame example Thank you!
  9. Hi I am absolutely new to houdini, so sorry for my ignorance. I'd like to give a mist-like shader to my particle animation which made me struggle whole day..... I dropped billowy smoke shader to spheres, and suddenly my particle object wasn't seen in the render view. How can I make it looks more realistic? I have attached my scene file. Help me.........(༎ຶ⌑༎ຶ) +) I think my particle effect is far from the perfect aerosol spray effect, so please feel free to give me some advice to make it better. I'm trying to make it as a volume with a VDB node, but not sure that it is the significant try. Thanks for reading. aerosol spray.hipnc
  10. hello there! I have a procedural noise in mat context and I want to assign the output of the noise to point attributes of the surface. how can I do that?
  11. Hi, How to Render infinite ocean using Redshift In mantra Shader Directly read spectra node, but what about Redshift how to spectra in Redshift
  12. Map Box Node Texture

    I've started playing around with the Mapbox Noce in the SideFX Labs Tool Box and its fantastic. But I've found a bit of a problem that I can't work out. Is there a way I can extract the texture or Cd into a compositing node then into a shader while keeping it all within Houdini with exporting anything? I'm using Houdini Apprentice anything I export out is limited resolution wise.
  13. Watercolor material

    Hey Im a few steps above "noob" title in Houdini but sill not so far off. I can do some stuff in modelling department and also some sims but not materials and i really need help with creating some for my uni project. I know how to do something like what i need in Substance Painter but its not an option for my procedural stuff Maybe merging similar textures into a material would be possible or something like it idk my main reference is a Disenchantment cartoon from Netflix (screenshot from this series is attached). Main action of my project is in a woodland area so currently im trying to figure out how to do similar thing also attached file with one of my waves of thought process but its not there yet https://sun9-59.userapi.com/c852016/v852016956/1d676a/Na-OBXwYpcE.jpg tower_v001_edit.hipnc
  14. Hi! In the mantra shader builder you can import the global variable vector "I", which is the direction of the eye to the rendered surface. Is there a way to reference this vector in the renderman material builder? using Renderman 23 in Houdini 18
  15. I've start test Houdini 18 and Arnold 6. the first test was simple splines rendering, 250.000 splines instanced 25 times. it loads a 140MB alembic file. rendered in 6 core Xeon CPU and Nvidia Quadro RTX 5000. (windows 10 pro) the startup for Arnold GPU is slow, it renders faster, so it seems but for clear up the final image it takes for forever or just dropped /crashed, hard to tell on the GPU. the CPU is quite fast but much slower then GPU if it ever would finish. (adaptive sampling was on) As soon as Arnold finishes rendering the scene, it stops and do not refresh any more on parameter changes. so far i am not impressed with the Arnold GPU rendering. here is the same scene Arnold CPU with only direct Lighting. (on my MacBook) some test with Arnold GPU. it performed much better with just direct lighting.
  16. Hi everyone, I have a little confuse about pc open. Normally we create a pc open need a current element "P" to be the query position. and then search the target file by radius. but what if i create pc open in cvex shader builder to work with vex volume procedural in Shop. where is the current P comes from? we still need a "P" to be the query position to do searching. (plz let me know if I'm wrong thx) if I connect pc open query pos to geo vop global parameter "P" then do the rest of part. although it still work but no idea how. and I don't know how to export the parameters to check on the spread sheet.
  17. SHOP - how to get wire boolean?

    Hi. Is any variable that stores information about wire existence in shader editor? I mean, I need the variable that is 1 when the texture is connected to base_color slot and 0 when there is not. What I'm trying to achieve is the arnold texture preview in the viewport. I created a texture tag in the parameter interface and it works but I want to the “use Texture” toggle be connected with the variable I mentioned. Also, is it possible to get the name of the node that is connected to the slot? In my case, the result would be “image1”. If not, is any different way? Thanks.
  18. Happy rendering with VEX

    source (maybe 30-vex shader ) http://houdini.co.kr/index.php/blog/categories/happy-rendering-with-vex create new asset vex type surface shader operator (copy-paste code save )
  19. Hello! Houdini beginner here. I've downloaded some character and animation model from mixamo.com, but I'm having trouble plugging in the texture maps to the principled shader. I currently have the diffuse map plugged into Base Color, specular map plugged into Reflectivity, and normal map into Base under Base&Normal tab. And I'm getting this weird result. How can I fix this? Thank you in advance for taking a look at it! -Y
  20. Hey guys How to do a light-shadow ramp to use within mat context as a mask? An example would be: lit areas do not emit light while areas in shadow emit light. Any hint appreciated.
  21. Hi all, Im exposing a few parameters on a shader within a material builder node. This are things such as spec roughness etc. For some reason they do not have any effect after having added a few. Any pointers?
  22. Anamorphic Lens Squeeze

    I know this is a bit of a bizarre request but I'm trying to simulate rendering in anamorphic squeezed, to later be unsqueezed in comp. I've set up my resolutions and pixel aspect ratio but as expected it just reframes the image and doesn't provide that squeezing effect you might get from something similar to Maya's lens squeeze parameter? Any advice on how to achieve this? Thanks!
  23. Hi, I try to offset a texture with a For Loop in a shader. In the example file you can see I iterate 5 times and offset the texture 0.1 units with each iteration. Is it possible to combine all of the iteration steps and show the result of that in the rendered image? Like in the attached picture where I painted in the desired result with red. kind regards Jon forLoop_VexBuilder.hip
  24. Hi, anyone knows if op: path like op:/obj/Sphere/cop2net1/OUT should work in Arnold shader? Arnold Voppnet > standard surface > "image" node to color cant get it to work. I also tried opfullpath(/obj/Sphere/cop2net1/OUT) B.
  25. Hi there! I'm having a little problem with one of my houdini scenes, I have a fractured building, I applied some different shaders to it (like glass, concrete) however when I place an assemble node, my shaders are gone, is there any work around this problem?