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Showing results for tags 'shaders'.
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I don't do a lot with shaders, so I am not really sure what is possible and what is not, but I am attempting to sample details of one object from a shader applied to another. For instance, I place a curve on top of a grid, then have the shader sample the shortest distance to the curve to drive the shader. Is this possible? Or do I 100% have to use an obscenely dense geometry to sample it into an attribute so a shader can use it? I technically don't mind, but I was really hoping I could avoid that step and just have the shader do the work. I have tried using a nearpoint VOP in the shader, both with op:/obj/mySOP, exporting the points to disk and then targeting the file, as well as the same methods for using a point cloud. I know exactly how to do this with attributes on the mesh, it would just be cleaner to be able to do it as a shader.
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Hi, I have recently created a set of 70+ HDAs called the IPOPs that aim at creating AOVs, Mattes & features for rendering. IPOPs are operator workflows designed to streamline shaders and AOV development in Houdini. With our toolset, artists can easily standardise their networks and access specially developed nodes for various renderers and presets, increasing efficiency and creativity. Get the IPOPs here! Renders in Karma & Mantra. 1. The Standard Library: Set of HDAs that help artists create quick shaders and AOVs and contain useful Utility Nodes such as Fresnel for Karma (CPU & XPU), Mask Falloffs in Shaders etc. The HDA library is constantly updated with new nodes to assist artists in speeding up their workflow and creating a streamlined system thereby increasing efficiency and creativity. 2. The Geometry AOVs: A set of remade common geometry AOVs for artists to quickly generate AOVs, Mattes & Utility Passes for Compositing. 3. The Particles AOVs: A set of remade useful particle AOVs for artists to quickly generate AOVs, Mattes & Utility Passes for Compositing. 4. The Volumes AOVs: A set of remade volume AOVs for artists to enhance their FX using AOVs, Mattes & Utility Passes for Compositing. We have a wide range of Bundles available for various workflows & we support both Houdini Apprentice & Houdini Indie! For any enquiries please email support@chakshuvfx.com I will be posting constant updates and developments here. IPOPs Master bundle: 1. Houdini Apprentice 2. Houdini Indie IPOPs Geometry AOVs bundle: 1. Houdini Apprentice 2. Houdini Indie IPOPs Particles AOVs bundle: 1. Houdini Apprentice 2. Houdini Indie IPOPs Volumes AOvs bundle: 1. Houdini Apprentice 2. Houdini Indie
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shaders Layering Shaders With map ? (Mantra)
quentin posted a topic in Lighting & Rendering + Solaris!
Hi everyone, I'm currently working on a material who mixes 2 shaders and I'm facing a stange issue. How to layering 2 shaders using a map in houdini ? I tried using the layermix and it works but only using a noise as alpha (pluged in alpha) But when i'm trying to use a map there is only the shader 2 who is render the map I want to use is a .pic sequence has alpha and using as mask for wetmap. Does anyone know the right way to use a map as mask for shaders ? maybe I'm not using the layermix correcltly or maybe using a texture node plugged in alpha is not the good way to do it..I don't know. There is not much information about the layermix in Houdini Help... Thans for your help ! -
Redshift Essential Materials is set of Houdini presets which have been built as an introduction to the most useful Redshift parameters, features and nodes. Redshift Essential Materials for Houdini A collection of 70 pre-build setups for Houdini which demonstrate Redshift’s most important and useful nodes. Each material includes remarks in the network to explain the nodes. This library is a great way to learn how particular nodes work in combination with objects in your scene, as many of these examples require the use of the Redshift options available on your geo nodes. Product Summary 70 Redshift materials with notes Houdini project files for each setup Dispersion, Absorption and SSS effects Wear & tear, dust & surface techniques UV projection, normals, camera, object & world space Using attributes in materials Render points, splines, particles & hair Create wireframes and sprites Render Volumes & OpenVDB files Example scenes for Utility AOVs Recommended requirements Houdini 19.5 Redshift 3.5.06 and above
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Hi, I'm new to Solaris and Karma, but does Karma xpu allow embedded transparency from textures? I've run into an issue rendering textures with embedded transparency. My example is a tattered cloth texture, where the tatters and holes in the texture are rendering fine with Karma cpu, but not with xpu. I've tried a number of variations using the principled shader in combination with Mtlx tiledimage but to no avail. Again, this renders fine in Karma cpu, but could someone please outline the workflow for this in Karma xpu? Thank you!
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Hi all, I'm very new into Houdini, but I'm loving it. There are certain things that they must be quite simple to do but I'm not finding the way. This is importing a png sequence to use into the diffuse channel of a Redshift material. If anybody can help it'd be amazing. Cheers, Sebastian
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hey guys, do you know if it is possible to use intrinsic information in a shader? something like intrinsic:indexorder in a render state just like with packed attributes. also, still in a render state, packed:primnum or packed:ptnum doesn't seem to be working. if i make an attribute in a wrangle on packed prims, let's say i@primid = i@primnum, and i call that in the shader with a render state it works as expected. any idea? thanks Martino
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Hi People! this has a lot of potentials I think sources ---- https://github.com/JosephFiola/BookofShadersHoudiniVex https://thebookofshaders.com Joseph "While Houdini does support GLSL code to render shaders into the viewport, I have not implemented this yet. For now these examples are only visible in the render view using the Ray Tracing render engine." We have examples for 2 and 5 chapters .....if you plug inline-code in CD on Point Vop, you can see everything..and its easy to manipulate.. I am interested to know some process ( Just what to change ) and appreciate help with this. converting rest of some chapters like patterns for example to inline code https://thebookofshaders.com/09/ https://thebookofshaders.com/08/ Thanx
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Hi, I'm wonder how you guys create your materials/shaders within houdini. Normally for models I would use Substance to create textures but for some effect i don't know how create materials and all. Does someone has good reference or tutorials to create such within houdini, and not with redshift? Thanks!
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I'm trying to find out how you go about making animated textures so I can have animated thumb marks on my Clay material but can't seem to find any resources on how to do any texture animation whatsoever The effect I'm trying to create: https://www.youtube.com/watch?v=wTu3Xssw67Q&t=19s
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Hello All, I have created a model in Houdini which consists of 6 different sections. All those areas have their unique Point attribute, so I merged everything into one object with the help of VDB and transferred all the point attributes. I would like to have a different shader on all those 6 sections of the geometry. My approach was to create one Redshift Shader network and with the help of Blend material and Unique attributes for Blend weight, separate all shaded areas. But for one of the areas I needed to use separate Blend Material and a different displacement. So do I need to create Groups based on those Unique attributes and assign shader within the geometry node with 6 unique Redshift Shader networks? Or there is a way to assign those 6 shaders by the attribute?
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Hello, I have textured a model in Mari. Fiew examples added as attachment. Mari has option to mimic different shaders (You just select shader like arnold or vray or unreal). I achieved ths texture when unreal shader was selected in Mari. 1. Is there a option to copy shader settings from mari to houdini? 2. What shader material i need to use to get unreal material? 3. Do i need specific plugin for that? What Houdini shader tutorials do you recommend? Can you recommend some one who knows very well how to do custom shaders in houdini?
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Just like the title says. Is there a way to add sub surface scattering to the new hair shaders in Houdini 16.
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- subsurface scattering
- hair
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Hello, I am a third year student and have just started using Houdini this year. Whilst doing a basic pyro effect using the shelf tools, I want to render an effect I have applied to an alembic cache animation (done in Maya). I don't want the person to be rendered out but I want the effect around her to be rendered. I tried applying a shadow matte as a material, however, when I do render tests, the whole effects is visible when parts of the character should be covering it. Is there a way to fix this? And also, is there a way to make the fog vanish just before the end of the scene? Also, I was wondering if there was a way to match the Houdini scene to Maya scene? I have tried importing the Maya camera in as an alembic but the camera animation doesn't work and the scene doesn't match to Maya. I understand Maya works in cm whilst Houdini is in M... thats all I know though... I have attached the files! Thank you!!! I hope this made sense! Sorry I'm asking so much!!! Shot_3_v2_002.hipnc KT_Scene_3_v2.abc
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hey everyone hope that y'all having an amazing time, just a quick question.., now i know sidefx got reed of some old stuff and introduce new cool stuff in the H16 but i have just notice that there are few shaders missing from the material palletes from the generics shaders like displacement, mantra surface, surface model are gone all we left with is principle shaders and it aint what i am looking for right now does anyone know how i can bring the older shaders back many thanks
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- shaders
- mantra surface
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Hi, The Exponent option is missing in houdini 15.5. It is still present in the help menu but I cannot find it anywhere in the unified noise node. Is there a substitute to it or is it hidden somewhere? Please help me out.
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- unified noise
- vops
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Can someone please explain the new 'Metallic reflection' parameter in the mantra surface shader to me? I've dug around in the network but it still doesn't seem to make sense to me. Is it affecting the original spec to make it more metallic, or is it adding another layer of reflection? it seems to have the same effect as using the specular minimum parameter, thus effectively mixing between the fresnel blending or not... is that right and the spec minimum is just deprecated, or is it something else?
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Hi, I've been trying for a while to render to UVs, but with no success. Rendering the constant shader to UVs works fine, but any other shader just fails (clay, stone, ect). Only the polygons that are seen by the camera get rendered, the rest is just black/shadowed. Any idea on why this is happening? Thanks in advance
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Hello everyone, I recently launched my new training series titled "Shader Building in Houdini" This training is a continuation of the Texture Building Series. In this series we take a look at how to convert simple and complex shader trees into usable Digital Assets. The purpose of the training is to help simplify the material building process in Houdini. We will take the PBR shader nodes and convert those into usable Digital Assets that we can then use in production. We also make digital assets to help make the day to day workflow of shader building simpler. Trailer For more information you can click on the link given below. http://www.rohandalvi.net/shader regards Rohan Dalvi
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- 6
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- Mantra
- digital assets
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Hello, I am trying to render out a simple scene which comprises of a sphere with a partially reflective material on top of a backplate which depicts a table which the sphere sits on. I have included an environmental light with an HDRI environment map and two area lights which are in the approximate positions of their real-life couterparts. I have assigned a matteshadow shader to the table surface in order to 'catch' any shadows created by the sphere, and am getting shadows on the table surface when I composite the CG on top of the backplate: The problem is that I am also getting the reflection of the matteshadow (table top) holdout on the reflective sphere, and would like to instead have the sphere reflect the true texture of the table top surface. Now I know in Maya I can use mip_matteshadow and mip_cameramap shaders to successfully get this effect, however I have no idea where to start in Houdini for this. Is there any way of getting the diffuse of the table top geometry to simply read the backplate from the camera? I know how to camera project and bake out textures from the backplate in Houdini however I have no idea how to combine this technique with the matteshadow shader in order to get the effect I need. Anyone here know a method for doing this? Any help would be much appreciated! Chibley.
- 3 replies
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- shadowmatte
- reflection
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hi,i've recently started learning houdini and i've decided to go into details with the shaders,materials, and SHOP context of houdini and VOPs,but how do i start from scratch to learn writing shaders and understanding all the stuff in houdini VOP and SHOP networks?do you suggest a book or a specific tutorial?can i learn myself or maybe a university degree is needed for this?
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- shaders
- creating shaders
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I am trying to recreate something I made in Compositing in 3D and been wondering which would be the best way for me to go about it. I have used Houdini quite alot in the past and because I am leaning toward using particles to make this, I thought I would ask the forum and get some professional opinions about how to go about creating this. Whats the best method with least render time to create a groundplane like this and for it to look as good? Should I rather just use maya or is Houdini the right place for this?
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Hi, I am rendering a fluid Simulation from Houdini 12.5, I need the follwing pass into one EXR file for that fluid Beauty Pass Flat Color pass Self Shadow pass Desnity pass Shadow pass etc... I am very new to Houdini (three weeks old), I am not sure that, if I use different shaders for each pass how can I integrate them together, or add them to different takes and the combine those takes into one EXR File. I am still learning about custom shaders, I did manage to create a density pass by adding red and blue color in FireBall shader, and then used that paramter from the VEX in mantra as a seprate pass. But my primary shader as is billowi smoke, how do I combine all that into a single file Super Awesome thanks in advance.
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Hey, I'm getting a syntax error. "...:16:24: Error 1088: Syntax error, unexpected identifier, expecting ´}´." The error is on the line where I create the matrix and it gives me this error when I try to grab a component of a vector and put it in the matrix. What I want is in the comment. If I replace "Vt.x" with 1 it compiles perfectly. Here's the code: #pragma hint map image #pragma label map "Normal Map" #pragma label amp "Amplitude" surface normalMapTest(float amp = 0.1; string map = "";){ vector Nn = normalize(N); vector tex, newN; // normal map if (map != ""){ tex = texture(map)*2 - {1,1,1}; vector Vs = normalize((dPds * Dv(t)) - (dPdt * Du(t))); vector Vt = normalize(cross(Nn, Vs)); Vs = normalize(cross(Vt, Nn)); matrix m = { {Vt.x,0,0}, {0,1,0}, {0,0,1} }; //{{Vt.x, Vt.y, Vt.z}, {Vs.x, Vs.y, Vs.z}, {Nn.x, Nn.y, Nn.z}}; newN = normalize(tex * m); } else { newN = Nn; } F = diffuse(newN); } Oh and if you see any other errors, please tell me. I wanted to do this as an exercise in VEX Shader Writing. Cheers, Jonathan