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Found 63 results

  1. TLDR Version: I'm trying to render an fbx in houdini, and the objects are colored using vertex colors. In maya, we do `mesh display > Toggle Display Colors attribute`. Is there a similar way to do this in Houdini? Longer Version All the models I am working with use Vertex Colors as their color/diffuse base, and sometimes use vertex alpha for transparency. For Blender, I know you need to create a material using the Vertex Color Node. If using the .fbx in Maya, you may need to refresh the Vertex Color display to view them. to do so, you select the top-level group in the Outliner, then select Polygons -> Colors -> Paint Vertex Color tool. Simply activating this tool once will show the vertex colors. You can also select “Toggle Display Colors Attribute”. from autodesk documentation: "Turning on the Display Colors attribute lets you view the color per vertex information as well as any assigned shaders on a polygonal mesh when the display is set to shaded mode. The default Display colors setting for any object is off until color per vertex information is applied" Is there a similar option / method of viewing vertex colors in Houdini? I'm attaching a .blend file with the vertex colors showing, as I desire them to in houdini. I'm also attaching the fbx file with the geo/ vertex color info I am using.
  2. Hey, so I'm using redshift and houdini. I want to animate the hue of one of my materials, but keyframing is not allowed in the mat context. I tried using $F to animate the material, but the parameters are RGB, not HSV. I also tried using the vex function `hsvtorgb`, to fill the RGB params accordingly: R = (hsvtorgb($F, 1, 0.5).x) , G = (hsvtorgb($F, 1, 0.5).y), B = (hsvtorgb($F, 1, 0.5).z) , however it looks like this vex function isn't available in the parameter context. Any suggestions? Fingers crossed that there's a simple fix Btw, not to complicate things too much, but I'm actually attempting to animate the color values of a RS volume, which has no inputs, and outputs an OutColor, which I plug into the volume input of the RS material output. So I'd prefer any solutions which would work for my situation, but am also curious to know if there are other solutions to animating hue, even if they might not work in my particular scene. Thanks you!
  3. Bake Texture of Hair on a Geometry

    I'm having a hard time getting the "Hair Generate" node of my geometry to be projected in its UV when using the "Bake Texture" node. The error presented is that there was no normals and UV map for OUT_GROOM when I tried with the settings of the image (geometry and hair are inside subnet1). I already tried on a "Geometry" node to use the "Object Merge" to bring the geometry and the hair together, and this works so that at least I can project something on the UV. Still, that way I can't apply a material like the "Hair Shader" to the "Object Merge" of the hair, the hair always stays white. No surface base color is showing.
  4. Hi, I am looking for way to create Material Stylesheet programmatically using Python. However, most of the search hit on stylesheet talks about UI stylesheet. Is there specific code example which illustrate how one could create and manipulate them ? Cheers
  5. Unreal Landscape Layer Issue

    Hey guys, I'm copying this post from Reddit to get more exposure. Since you guys are pros, maybe you'll know the answer: I'm having an issue with my landscape material. I've got an HDA pulling in a landscape with six layers. I've setup each layer as a material function so I can blend each function in a material based on their layer name. The problem is the material only works with three layers at a time. I can't do more. This is what it looks like with three layers as expected: Three layers with blend mode set to Opaque The shader fails when I plug in more than three. It shades in a tiny square on the terrain (not shown here), the rest of the terrain is the standard checkerboard: Six layers fail with blend type set to Opaque The only way to view all layers is to set Blend Type to Alpha Composite, however I completely lose my directional lighting: Six layers with blend type set to Alpha Composite (no directional lighting) It must be something with my layering weights.. I just can't figure this out for the life of me. Here are my layer settings: Layer Blend settings Let me know if you've run into this issue; I'm sure it's an easy fix. Thanks guys, Colby
  6. displacement in material builder breaks?

    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
  7. Hi all, Excuse my lack of understanding, however I have attempted to google with no avail. I have an alembic file that I've imported however I cannot for the life of me work out how to assign/apply a material to it - using the material node doesn't work. I've read about unpacking or converting the alembic but this doesn't alter what I'm seeing on the render. There must be a simple solution? If it helps, I'm using Houdini 17.5.173 and Redshift 2.6.41. ~ If anyone has some ideas please comment! Thanks
  8. Can anyone give me advice in rendering my water simulation? PLEASE WATER SURFACE CACHE is flickering for some frames! I attached image of 2 frames, first one is flickering and the other one is not. Just some of this frame has this problem and I have no idea what is wrong with surface cache. I rendered this water surface with glass material, and I've tried render with other material but it was same with flickering. And Surface_cache seemed fine with it's shape. Is it problem with Normal? Please let me know if you have any ideas. THANKS!
  9. I have a simple setup with a two sided shader. On the backface somehow my normals are messed up and I cant get them fixed. Anyone has an idea and can help me out? Thank you. kind regards Jon twoSidedShader_01.hip
  10. volume shading

    I tried to create a muzzle flash base on this vimeo. In Houdini, I converted the polygon to volume, but I don't know how to apply material to it since the effect is not create by Pyro DOP Network. I tried either pyro post porcess and flame material, both didn't work. How should I apply the material properly? shading volum.hipnc
  11. Hi guys it's been a while since I was on here due to work but I'm digging into Houdini again. I have a simple scene.. a ball.. I scattered some points on it.. then used those points in the new rbd material fracture tool. It seems to work.. the points fracture the ball.. giving me smaller pieces in the impact area.. and the rest is bigger chunks. However I can't for life of me get those bigger pieces to remain static! Is there any sensible way to do this? So far all the pieces fly away. Ideally I want to use this tool because I like the interior detail and edge random features it has. Can anyone help here ? It's probably really simple but I have been trying all day. I'm not great with wrangles either :/ Ta Anthony
  12. Hello; I want to pass several different materials to several objects, using an id attribute. I add an "Assemble SOP" to create needed id and a Bind SOP in material network, to switch between shaders, but it doesn't work! Any ideas to fix it? Thanks for helping. Cards_01.hip
  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. Hello; I would like to assign one material, to several objects, but changing Texture/Color based on an attribute (as an integer ID), so I add an assemble SOP to generate IDs, and a switch node in the material network, but it doesn't works. How can I fix it? Thanks for helping. Muti_Color_01.hip
  15. What's the simplest and most bullet-proof way to display a texture on a simple grid in Houdini viewport (i.e. real time openGL)? I've tried using simple materials (like "Constant" or "Principled") but it seems clunky. I always run into issues like requiring several settings in "Display properties" for the texture to show up, or the textures (read from files) not updating in the viewport, if I change the texture path etc. Ideally, the texture path would be just a string attribute on a grid, and the viewport would show it right away, and react to all path changes instantly.
  16. 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.
  17. Hi, I'd like to get some help from you, because I ran out of ideas. It's about Redshift proxy and instances. I'd like to make forest with different colors with the "RSUserDataInteger" in the Redshift Material in shop network. I tried with the simple box example, and it worked. However, when I use the material override in different ways for the proxy trees and it uses only one color, so I cannot randomize colors. I attached the hip file and proxy tree for you to examine. Thank you in advance! switchShaderTest_02_v003.hiplc tree_01_v01.rs
  18. 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?
  19. 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
  20. 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?
  21. 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?
  22. 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?
  23. 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
  24. 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.
  25. 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?
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