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Found 33 results

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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.
  7. 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 !
  8. 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?
  9. 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.
  10. 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?
  11. 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?
  12. 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?
  13. Hi, I guess thats a pretty easy question but I couldn't figure it out yet. So I have an obj import that consists out of a big amount of pieces. Importing it to other apps brings in the materials too. So I just can work on those materials insteat of reselecting everything. Importing that obj to Houdini doesn't show any materials. Why is that?
  14. Hello. I'm trying to be a modern person and use the new material workflows from H16, however, I'm having a problem. If I mix two principledshaders using a layermix like it's suggested in the webnars and the docs, my rest position stops working (at least I suppose it's the rest). Maybe I'm missing something I made the file below to demonstrate the issue Is this the expected behavior? If yes, how do I work with displacement in this case? Thanks layer_mix_disp_debug.hip
  15. Hello!I am having a few bugs with the houdini toon shader.In some scenes it appears as though there are two objs on top of each other and intersecting, when there is not. Also, some parts of the model are just black under lighting while others are not.Has anyone come across this? If so does anyone know any ways to fix this? Thanks
  16. Hi Guys I'm trying to export a fractured geometry with two materials, one for the original faces and one for the new faces generated after fracturing. I just can't seem to figure out what sort of attributes I need to have for the FBX exporter in Houdini to include them as two distinct materials. I've tried the material node in various configurations but I just can't seem to get it right.
  17. Hi folks, hope my problem is not to silly... I've attached a test scene below. -- I have an object with an attribute "randCol" altering Cd. I pack the object and then copy it several times on a circle. So far so good. Giving the object a material with some color has the desired effect, having some spheres showing the color more and others not... Now turning on SSS gives me the effect only on one random picked object, the others render black. So how would I get the SSS on all the others? In the mantra node I have "Save all materials and shaders" tuned on. In the shader I use "Use packed color" Do I have to use some "Render State" magic and if yes, how? Thanks in advance! Dominik packed_rand_sss.hiplc
  18. Hi folks, hope my problem is not to silly... I've attached a test scene below. -- I have an object with an attribute "randCol" altering Cd. I pack the object and then copy several times on a circle.
  19. Procedural Veins material?

    Hey guys, I don't have a lot of experience in SHOPs yet so I'd like to see if someone could give me some ideas for this. I'm developing a procedural eye and I'm able to do it's veins procedurally on SOPs but I guess it would be much more useful if I could achieve something in the shader, maybe using some kind of noise. I don't know. I'm kinda stucked in the beggining so I just need any kind of ideas here's a good reference (I like the thickness variation)
  20. Hi! did anyone experience the same issue? I imported an Alembic file with different face IDs to Houdini. But when I export it back via Alembic just for testing the ID grouping is basically right, but they don't have the correct order/ID… , they are randomly distributed. I cannot see any pattern. It's neither alphabetically nor based on face count. My node tree consists of: Alembic Import Node –> ROP Alembic Output. On the left side you see the original mesh with correct Material ID order and on the right side the imported Mesh with the wrong material order. Does anyone has a solution for this? Thanks in advance!
  21. Guys, I guess it might be a veeery silly question but I just can't do it. How do I display textures on viewport? In this case I have this ramp applied (not an image texture) Thx! Alvaro
  22. Anyone work with Decals?

    Hiya! I'm still new to Houdini and I was wondering if anyone had made use of 3D decals (projected textures) in Houdini? I've found them really useful in the past and I was wondering if anyone had played around with them. They look like this kinda thing: I'm not talking about the Decal material node, I mean things similar in effect to what is talked about in this blog post. Thanks!
  23. Hello, I am trying to assign a material to packed disk primitive. This was already asked here many times but still I am not sure about my current situation I have geometry with two groups, I want to assign two materials based on those groups. However geometry is quite heavy so it makes sense to load it as packed disk primitive so that viewport is fast and ifd small. This geo is part of a digital asset, digital asset contains shop network with those shaders. So I need a way to assign material using relative path. I tried it but unfortunately it doesn't seem to work. With absolute path it works as expected. I also do not want to unpack the geo inside asset, because then I would loose packed disk prim advantages. One solution would be to save it with absolute path and put shaders always inside /shop/... But if I could make relative material path assignment working, it would make my scenes cleaner as everything related to the asset is included inside the digital asset. Thanks, Juraj
  24. I want to make a shader using attribvop or, simillar shader thing in SHOP. I made simple hip file and attached. If you guys have time to answer, thank you all shopTest.hip
  25. Assigning material to RBD

    Hi everyone. I have a trouble assigning material to packed fractured RBD. After dop import I lose all inside and outside groups. How should I assign material to 'inside' and 'outside' groups in packed RBD ?
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