Jump to content

Search the Community

Showing results for tags 'material builder'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
    • Marketplace
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering + Solaris!
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Product Groups

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Name


Location


Interests

Found 5 results

  1. Hi, I created a material as a digital asset. Works fine. But when I put it inside a material builder it creates totally weird alpha artefacts! (see screenshot). To make sure it's not my asset I created the same situation with a super-simple structure (just a standard principled shader encapsulated as a digital asset and put that in a material builder - see example scene). Same result... Is there something special one needs to do do make a digital material asset work inside a material builder node? digital_asset_material.hiplc johannes_my_asset.hdalc
  2. I'm pretty new to Houdini, and try to understand how shaders work. Here is what I don't get. I have simple yet functioning setup in mat: If I select all the nodes above and collapse them into a material, meaning I create a material builder from them, the displacement is broken. See this screenshot: (left side desired outcome, right side broken material builder) Could somebody enlighten me, what is actually happening here? Looking forward to your answers. daily_20_056_material builder wtf.hipnc
  3. Hi! I have some issues with my first ocean extension. It shows with strange lines and repetitive patterns. I merged two ocean spectrums, add seed on these parameter and even try diferent numbers on downsample that belongs to material builder. Anyone can tell me what's wrong? thanks in advance. ocean_extension.mp4
  4. Hello! I'm working on a custom toon shader. As a basis I want to use the lambert lighting model as described in the tutorial embedded below. To test this I created a very simple scene with a sphere placed at the origin, a point light and a material with the material builder applied to the sphere (see image below). Now, here's the problem: The shading of the sphere is incorrect as soon as the point light has negative coordinates. It seems as if the surface_global's P and N are expressed in a different space compared to the point light's position. This happend with Mantra as well as Redshift (where I used the same setup as in the video below, apart from getting the light's position through a constant and channel references). Am I wrong to assume that P is the world position of the current point being shaded and N is it's normalised normal? Is this the wrong way to get the light position into the shader? I spent some time testing and searching on the internet but I couldn't find anything that clarified these quesitons sufficiently for me. custom_lambert.hipnc
  5. Hi everyone, I am trying to find out how exactly to go about exporting procedural displacement patterns from within a material builder, that can then be used to augment or modify other displacement patterns going into other shaders. Somehow, however, whatever I try I cannot get it to work properly. It does not render the way it should. I do not want to use the layer struct for this, since I want to be able to extract only parts of the displacement texture and not the whole thing being used in my principled shader (inside the material builder). In my mind this should be an easy thing to do, so I am really wondering what I am doing wrong, or if it is actually a bug in Houdini? Either way I would really appreciate if someone would check out the attached hip file and analyse. Perhaps someone knows exactly what is going wrong? Help is much appreciated. Thanks, Doug shader_test_v002.hipnc
×
×
  • Create New...