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Found 2 results

  1. Hello! I can't wrap my head around this one. I applied some random colors on the primitives with the default @Cd attribute & set the roughness to 0.1 on the principled shader. The colors show up and everything seems to work fine. BUT, just as a test, I tried to bind a custom roughness attribute with the same exact roughness values (0.1 on all primitives, just like it's set on the shader) and when I plug it in, the colors don't come through... I get a black & white render instead. I am lost as to why the shader/renderer is behaving this way... logically the outcome should be identical & I have no idea why the colors disappear. custom_shader_attribute.hipnc
  2. Hello friends, Today I watched Custom Shading in Game Trailers presentation from Sergio Caires (FMX 2018). The thing which really caught my eye was topic about anisotropic bump anti-aliasing (or specular anti-aliasing). This topic is presented at about 45:00 in the video. Please has anyone tried doing something like this? Do you have any hints how to do this kind of effect inside Houdini? I did not understand it good enough from the presentation, to implement it myself. Thanks for any kind of advice and have a nice day Link to the video:
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