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Found 46 results

  1. So a few older tutorials I have been following have people dragging the Checkerboard from the Material palette onto an object. I thought maybe the checkerboard just was no more since the material system changed, but I recently saw a Houdini 17+ tutorial where someone did the same thing. My material palette has no Checkerboard pattern on it. Where can I find it? Is it something I have to opunhide?
  2. Hello, I'm currently pulling to hair out trying to figure this issue out but what I had a problem with is assigning a Redshift material to particles in my scene... So I have set up a particle dust burst based of an Entagma tutorial and now that I have one I need to create some duplicates of that burst. I have simplified the hip file attached but my little animation has three dust bursts obj merged together so that I can then feed them into a popnet with a vortex so they all swirl up together after they have done their little burst thing. I got that all working so far but when I go to attached RS materials to each separate burst I can't do it. I can assign a material at the obj level and it works fine, the colour changes for all of them *hurray!* but I need each dust burst within the obj geo node to have a different colour. Soooo I dive inside add a material node but the particles render white and seemingly just fail to see the material node. I have tried adding group assignments to the tree above the mat node and then using them to drive the mat assignment but it doesn't work. I've tried attribute create and attribute promote and they don't seem to help. So it seems that I can only assign a material at the top obj level and not within a geo node, but that has to be a bug right ? or what am i doing wrong? I hope I am explaining that alright and I appreciate the help in advance ! Dust_Material_Problem_v001.hip
  3. UE4 Separate Material in One Mesh

    Hello guys, I am working on the procedural building for Unreal Engine 4 and I am stuck on the material because hda doesn't separate the material even though the mesh is separated already from maya already. So I used for each loop and name expression (on unreal material node string) to generate the material slot for now, but it doesn't add the material slot if there is no material file on the string path and I need to add material everytime I add additional mesh on hda file. I could just add multiple sop, but it is not gonna help me to create the procedural building and I feel bad that I couldn't find a way to separate the material easily like maya does. Is there anyway to separate materials in one mesh in procedural way for ue4?
  4. Hello folks, After enjoying myself immensely shading in Mantra (Kursk and Angel Has Fallen) for two years, I now find myself in a new Houdini situation: Arnold. Why Arnold? It is one of those situations where multiple vendors are handling the same assets, so my hands are tied here. Anyway, I have no end of trouble getting Arnold to render my textures. Primitives or existing geometry assets can be shaded and lit, but once textures are added to the mix... nothing (that is they render black as that is the missing textures colour). I must be missing something painfully obvious. My best guess is that Arnold somehow doesn't automatically pick up the UVs of the primitives or other imported geometry, because if I add a UV texture node to my box primitive, I can get textures on it. But the primitives' native UV layout is lost (or never activated). So... who can be the man of the hour and point me in the right direction?
  5. 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?
  6. Hi; In a material-builder network, how can I use a "Ramp" node as a ramp color? I connected it to "basecolor" input but it doesn't work (my grid geo includes uvw map): Thanks. RampColor.hip
  7. Hi; Is it possible to transfer colors from geometry's material to points? I found this thread: https://www.sidefx.com/forum/topic/12562/ But I want to get texture from any input geometry, procedurally. Thanks.
  8. Hello everyone. I'm setting up a crowd scene for a massive battle scene. There are a lot of props inside the system and corresponding materials assigned by "style sheet" however when I scrub or play the timeline maps vanish. They don't get erased they still show up in render however the viewport shows default grey material. How can I fix this?
  9. Material Builder to Layer

    Hey guys, I'm trying to get a custom material to export a layer properly so I can combine other shaders. I've attached the .hip file below. This is the material I built. As a simple example, it works as intended. However, there's no layer yet: So, I dove into the principle_core shader and was able to (unsuccessfully) create a pbrdiffuse node, plug that into the layerpack and then export the layer for mixing: But unfortunately when I assign the layermix to the object, I lose the ramp. It seems to take just the first input of the ramp: It's probably very simple, but this is driving me crazy. Any ideas? material_help.hipnc cw
  10. h17 how to export alembic with material?
  11. Material Fracture Bullet Glass

    Hi, I try to make a car glass bullet hit... I can't figure how to make the connected pieces which stay attached to glass, I tried "soft constraint" of the "Material fracture node, but I can't figure how to break the soft constraint in some distance, pieces always returning back no matter how far they are.. which looks more like a STAR GATE portal opening Sklo_TEST_11.hip
  12. How do I get out as an image the texture I created with heightfield quickshade?
  13. Hi guys, I am working with the Houdini Engine in Unreal and it's a blast - the automation is really great … but I have massive problems with my masks for the landscape material so I decided to post this in the general section, because my problem is Houdini 'internal' based. I created a material attribute and Unreal get's the information from Houdini where to weight the landscape materials. This works pretty flawless, excpect that's the values are ‘wrong’. When I use these masks it happens almost everytime, thats the mask is not solid and we can see both textures. For example the whole landscape has a solid basecolor and I add a grass mask on top of it (genereated by slump and renamed after). The problem is, that the mask is almost in the middle grey-area and the grass get tinted by the underlaying rock material. The solution whould be, setting the mask to 1 with feathering edges. But how? The question is, how can I change the range of the masks in Houdini to the range I want to (0-1)? Houdinis masks are not fixed, they float here and there and I can't figure out a solution for this. I tried to use a VolumeVOP, sample the mask and run it through a power node with a clamp at the end … but somehow the values in unreal are others (the edges are now sharper), but still somewhere around 0.5 - 0.7. Thanks for your help!
  14. Hi, probably very stupid question and basic, but can't figure it out by myself and internet... How to bring Material from "Material Palette" to a "Shop" ? I want to take "Principled Shader" and other shaders to Shop... Hope Its clear. Bretislav
  15. cops to material

    I am trying to edit a texture using cop2net or img network. I can do the edit of the image alright, but in my principled shader, trying to refer to that image it wont work. shouldn't I be able,in my bump map slot on the principled shader, to input a relative path like: ../../cop2net1/Bump_map/OUT/ or in case of img network: /img/Bump_map/OUT/ I have not used cops before, so maybe I am doing something wrong. Do I need to force it to export into other context? any help is appreciated. cheers
  16. toon shader

    I am having a difficult time replicating the Cinema 4D sketch and toon shader in Houdini. In C4D, one can quantize the shading or leave it the equivalent of a principled shader and create colored outlines for the entire object or for edges as well (like a cell render). In Houdini, the toon outline shader seems only to work if the second copy or instance uses the toon color shader. In the attachment, the file shows the problem with use of the toon outline shader with a principled shader (which does not display incorrectly in the C4D equivalent). The reason this is important is that I created several figures for a book on knot tying and wanted to keep the color and texture of the rope while adding a think black outline. I realize that the toon color shader itself can be tweaked to use point color and the shadow, midtone, and highlight areas can be assigned a simple texture. The problem is these simple textures cannot have displacement, normal maps, etc. What I would like to do is use a principled shader for an object and then add an instance and have the instance use the toon outline shader. It appears this is a bug in Houdini, since sometimes the outline shader even will not work if I first assigned a principled shader to the object and then alter changed that to a toon color shader. Is this user error or bug? ToonRenderProblem.hiplc
  17. MultiColored Material

    Hi, Would anyone know good tutorial on how to make multicolored materials like this? It tried it with color mixer note and cell noice pattern , but i doesnt give me a good result , also is there a way to expand the color mixer note to use more than 2 colors? Thanks
  18. Controlling shader properties

    Hello, I am trying to set value of shop_disable_displace_shader parameter using Properties VOP inside material. Setting its value manually works without problem, but when I plug some value in this parameter, it won't update anymore. I have created simple setup, where disable_disp attribute from geometry is used as value for shop_disable_displace_shader. Unfortunately, changing disable_disp won't change the state of shop_disable_displace_shader. Same value is set as color, so I am sure Bind VOP inside material is working. Please, does anyone know what is wrong with this setup or how can I make it work? Thanks. Peter properties.hiplc
  19. Hi all, I have texture path set as an primitive attribute and I'm trying to find a way to view this texture in the viewport. It's works great in the render material but I've looked at the insides of UV Quick Shade but I still can't find where this attribute could be imported so that the viewport is affected. Any ideas on how I could get the viewport to render the texture set in a primitive attribute? Thanks in advance.
  20. Hello guys ! I am trying to apply two materials with different displacements on the same RBD pieces. I use a material on the outside group and another one on the inside group. It works but it create a gap between my two materials (the black holes on the picture). I used a restposition before assigning the material with a materialSOP but it doesn't resolve my problem. Do you have any ideas of how I can fix it ? Thank you a lot !
  21. Hi, I need to calculate the distance from the center of a mesh. It works quite well in a point vop I made, but when I try to do the same thing in my material, the result looks wrong. Does anybody know what the reason might be?
  22. Double-sided materials

    How to make the Double-sided materials in Houdini. There are two materials in the positive and negative side of a gird.
  23. A simple question perhaps - I am getting my head around the nodes representing "blend modes" in a shader: One of the most useful blend modes in Photoshop, Mari etc. is Overlay. How do you guys recreate "Overlay" in a node graph where you only have Add, Subtract, Multiply or Divide?
  24. I am trying my hand at random values. My expression here fit(rand($PT), 0, 1, 0.7, 1) is meant to input a random number into saturation between 0.7 and 1.0. But as the render shows, it seems to just input 0 into saturation. What am I doing wrong here?
  25. From SideFX' tutorials on UV Basics III, I understand that you can connect to an image brought in and edited in the /img context (via the null node, named OUT for example), and then reference it in other contexts, specifically the /mat context, via the syntax of op:/img/img1/OUT On the SideFX forums I got the suggestion of instead using op:/img/tex/OUT This is what I get. Actually, I get that whether I use “op:/img/tex/OUT” or the standard “op:/img/img1/OUT” Oddly, my material turns this light pink as opposed to the standard grey, either way, when I try to call in the texture from null node. I want to be able to edit my texture images with all kinds of colour corrections and procedural tools over in /img and then bring them in live into my shaders in /mat. What am I missing, or messing up?
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