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Found 108 results

  1. I've start test Houdini 18 and Arnold 6. the first test was simple splines rendering, 250.000 splines instanced 25 times. it loads a 140MB alembic file. rendered in 6 core Xeon CPU and Nvidia Quadro RTX 5000. (windows 10 pro) the startup for Arnold GPU is slow, it renders faster, so it seems but for clear up the final image it takes for forever or just dropped /crashed, hard to tell on the GPU. the CPU is quite fast but much slower then GPU if it ever would finish. (adaptive sampling was on) As soon as Arnold finishes rendering the scene, it stops and do not refresh any more on parameter changes. so far i am not impressed with the Arnold GPU rendering. here is the same scene Arnold CPU with only direct Lighting. (on my MacBook) some test with Arnold GPU. it performed much better with just direct lighting.
  2. Hi everyone, I have a little confuse about pc open. Normally we create a pc open need a current element "P" to be the query position. and then search the target file by radius. but what if i create pc open in cvex shader builder to work with vex volume procedural in Shop. where is the current P comes from? we still need a "P" to be the query position to do searching. (plz let me know if I'm wrong thx) if I connect pc open query pos to geo vop global parameter "P" then do the rest of part. although it still work but no idea how. and I don't know how to export the parameters to check on the spread sheet.
  3. SHOP - how to get wire boolean?

    Hi. Is any variable that stores information about wire existence in shader editor? I mean, I need the variable that is 1 when the texture is connected to base_color slot and 0 when there is not. What I'm trying to achieve is the arnold texture preview in the viewport. I created a texture tag in the parameter interface and it works but I want to the “use Texture” toggle be connected with the variable I mentioned. Also, is it possible to get the name of the node that is connected to the slot? In my case, the result would be “image1”. If not, is any different way? Thanks.
  4. Happy rendering with VEX

    source (maybe 30-vex shader ) http://houdini.co.kr/index.php/blog/categories/happy-rendering-with-vex create new asset vex type surface shader operator (copy-paste code save )
  5. Hello! Houdini beginner here. I've downloaded some character and animation model from mixamo.com, but I'm having trouble plugging in the texture maps to the principled shader. I currently have the diffuse map plugged into Base Color, specular map plugged into Reflectivity, and normal map into Base under Base&Normal tab. And I'm getting this weird result. How can I fix this? Thank you in advance for taking a look at it! -Y
  6. 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.
  7. Hi all, Im exposing a few parameters on a shader within a material builder node. This are things such as spec roughness etc. For some reason they do not have any effect after having added a few. Any pointers?
  8. Anamorphic Lens Squeeze

    I know this is a bit of a bizarre request but I'm trying to simulate rendering in anamorphic squeezed, to later be unsqueezed in comp. I've set up my resolutions and pixel aspect ratio but as expected it just reframes the image and doesn't provide that squeezing effect you might get from something similar to Maya's lens squeeze parameter? Any advice on how to achieve this? Thanks!
  9. Hi, I try to offset a texture with a For Loop in a shader. In the example file you can see I iterate 5 times and offset the texture 0.1 units with each iteration. Is it possible to combine all of the iteration steps and show the result of that in the rendered image? Like in the attached picture where I painted in the desired result with red. kind regards Jon forLoop_VexBuilder.hip
  10. Hi, anyone knows if op: path like op:/obj/Sphere/cop2net1/OUT should work in Arnold shader? Arnold Voppnet > standard surface > "image" node to color cant get it to work. I also tried opfullpath(/obj/Sphere/cop2net1/OUT) B.
  11. 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?
  12. Redshift Substance Shader

    I've made this to save time loading shaders from Substance Source, but should work for any substance material. Just select the parent folder of the texture you want. Figured some others might find it useful too. It has proper viewport handling of Base Colour, Roughness, Metallic, Normal, Emission and Displacement. Not 100% perfect, but pretty damn close. Hdalc for now. Tried to upload to orbolt but kept getting an error (Invalid node type name). Don't think it likes redshift nodes. If anyone has any experience with this let me know! MT_RSSubstance_1.0.hdalc
  13. OpenGL Tags for UV scale/offset

    Anyone know how to get uv tiling and offset to display in the viewport with opengl tags? I'm trying to build a shader asset to speed up my workflow. I've implemented the opengl tags to correctly display the diffuse, roughness, metallic and normals. However I just can't seem to get tiling and offsets to work. I apply the uv translate and uv scale tags (and set the uv layer number), but no effect.
  14. 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
  15. Hello, I have problem creating skin shader in Houdini using Arnold. As creating proper skin shader i need to have: Base color map - Dictates base color of skin Epidermal Color map - Outer layer of skin Subdermal map - Deepest layer of skin Mid scatter map - This is layer where i want to paint also veins Specular map primary- Dictates skin general specularity Specular map secondary - Dictates where are the oili areas in the face (As you may know skin is in some areas more oily then others) Displacement map Curvature map * AO map Note! i use UDIM-s Here is video i made where i try to also explain the issues i have.
  16. I have searched the web for an example on how to use the Rounded Edge VOP http://www.sidefx.com/docs/houdini/nodes/vop/roundededge.html [www.sidefx.com] But was unsuccessful. I have a 3D model which is very reflective and has sharp edges. It looks dark in the environment, because the edges are too “perfect”. I want the edges to be rounded just enough to catch light and reflections. Can any one provide a simple example on a cube? thanks
  17. this is my first post here, sorry if this has already been solved, i've got a speedtree alembic mesh with lots of leaves that don't have thickness, ive applied the principled shader and plugged an image for opacity and one for colour, but i want to add another one for translucency so that the sun light comes through the layers of leaves showing the veins and green-ness in the leaves, SSS would be the obvious answer but the leaves don't have thickness, and there's a lot of them (its a forest) is this possible with the principled shader? i know its relatively simple in MR, Arnold, redshift? thanks guys
  18. Hello im a student and pretty new to houdini working on a personal project can u please help me figure out how this effect has been made since im still learning & cant afford high end simulations i would be really grateful if someone could give me an in detail explanation of how to do this... its pretty urgent since i need to finish the project in the next 15 days.. Thank you guys in advance
  19. WetMap

    Hello, I have a project to do and on this project I have to apply a wet map they have given me a image of the wet map and they want it on there I really need help.
  20. 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
  21. I'm trying to create a mist effect using volume raterized particles, getting some nice enough results but would like to add some shader noise for more detail as it's still a bit soft. Currently trying two methods; Dual rest, though I'm slightly confused as to how to set this up for particles and then use it in the shader, and ther other method - building a velocity volume from the particles and using the vel field to drive the noise position, but this also appears to be a chaotic mess when rendered. Can anyone give me some advice with this?mist_v01.hip ta
  22. Vertex Animation Shader Culls Geometry

    Hey everyone! I'm testing the Vertex Animation workflow which has been proved to be a great solution to our pipeline, but had run onto a somewhat relevant issue. Everything from exporting to setting up the material and textures has gone smoothly. The problem in here is that the camera culls the object if you are too close to it. I'm thinking that it may be related to the bounding box of sorts, but I haven't been able to figure out the problem. Here's an illustrative gif of what's going, As you can see the selection outline shows that the object is still active within the scene, but rather is no longer drawn. Anyone has come across with this? Any help would be much appreciated. Cheers!
  23. I want to be able to export custom attributes from inside my own copy of the classic shader. I also want to be able to feed inputs into my custom shader, at the Material Network level. However, there appears to be a conflict. When there are no inputs at the Network level, then the custom attribute is visible in the extra image plane in my mantra node. However, as soon as I connect anything to any input at the Material Network level, then the custom image plane becomes black/zero. Any ideas? I have documented the example hip file with post-it notes, from scene level all the way down to the shader level for navigation. thanks customShaderMaterialArbitraryExportBug.v01.hipnc
  24. Hello, This is not really a new topic, but I never found any convincing answer to it. Here is the scene : (i) a ground plane A which has a shadowmatte shader applied into it; (ii) a cube B that also has the same shadowmatte material applied to it and (iii) a volume having the form of a sphere C to which a billowysmoke material is applied (for fun, I could have taken a solid with a classic shader). I want B to cast shadows on C but not on A; I want simultaneously to have C to cast shadows on A. Said otherwise, I would like that all objects having the shadowmatte applied onto them cast and receive shadows onto / from objects having a different material, and avoid any "selfshadowing" ("self" being understood as objects having this same shader applied onto them) Therefore, saying B don't cast shadows don't work, neither saying A don't receive shadows. By the way, it seems that all masks options can't work in this situation, nor making groups. It seems to me that it would requires to change the code of the shader, so that when a ray hits a surface, it should "understand" what was the previous surface he was bouncing from and get its shader name, to know if ultimately it can be considered a shadow ray or not... Being quite weak in shading, I may express that very badly, but in short : does anyone knows any tricks to solve the problem above ? The only way I can get what I want is through having different passes / AOV with masks and solve that in comp. But a one shot solution would make gain some time :-) selfShadowingTest.hip
  25. Since new shading system matnetwork came out, do we a method to add AOVs without unlock a default shader, but can create it with combining a kind of layer-shader? If this is possible, it's so easy to add AOVs and no need to unlock shader could save file size, too. For instance, create a material builder and add AOVs like a particle RGB_mask in there, and create a sort of layer-combine shader, then connect the material builder shader and a principle shader into it, then output it to mantra.
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