Jump to content

Search the Community

Showing results for tags 'shop'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
    • Marketplace
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering + Solaris!
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Product Groups

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Name


Location


Interests

Found 20 results

  1. Hi, I've some experience with VEX in SOP land but I'm new to Mantra shading and I want to get better at writing vex shaders. What would be the modern way of doing that? In particular, I'm not entirely sure if I could simply write my code and hit compile (the way I would with OSL in RenderMan) without ever leaving Houdini or restarting the renderer for that matter. For instance, I managed to compile the following from a vfl (a modified sidefx example) into an HDA (.\vcc -l "%HOME%\houdini18.5\vex\hcartoon.hda" "%HOME%\houdini18.5\vex\hcartoon.vfl") and it's available under /SHOP/Digital Assets and it works. #include <shading.h> #pragma opname hcartoon #pragma oplabel "HCartoon" #pragma opicon SHOP_surface #pragma label colora "Color A" #pragma label colorb "Color B" #pragma hint colora color #pragma hint colorb color #pragma hint Cd hidden surface hcartoon( vector colora={0.2, 0.5, 0}; vector colorb={0, 0.2, 0.8}; vector Cd=1; ) { vector Cx; illuminance(P){ Cx = Cl; shadow(Cl); if (Cl == Cx){ Cf = colora; } else{ Cf = colorb; } } } However, isn't there a more straightforward way? Do I always have to compile to HDA and write all those pragmas? I was hoping for something like an attribute wrangler approach. So, there's the Surface Shader Builder (vopsurface) that I have to admit I don't quite get as far as writing code goes. Snippet? Inline? How about inputs and outputs in it? Surely not with pragmas in there, right? I tried with a snippet, got a compile error 'Invalid return type (surface)'. If anyone can help me with it, that'd be awesome! Thanks, Hristo
  2. 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.
  3. 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?
  4. Help a brother out, I'm getting headache by trying to figure this out. At this point assuming it's a limitation of the software. I've been getting more into procedural texturing and shading and sometimes want to blur those textures for example to use as a mask. This far I haven't been able to figure out if there is a way to blur or filter SHOP textures in a similar way you could in COPs with Blur node. I guess SHOPs can't do this since the procedural textures are resolution independent. However is it possible to maybe import the texture to COPs and then after blurring there back to the shader again. The main thing being I want to avoid writing out the textures in between, if there is a interactive solution for baking texture out then maybe that would be fine. Attaching a examle scene file with texture() blur and example procedural texture I want to blur out. Thanks! textureBlur.hip
  5. Hello! I'm trying to control frequency of Cellular noise with distance from the middle of the UV map. There is some weird distortion on the noise, and I'm quite sure now my whole approach to this is wrong. Any ideas how this could be achieved? Thanks in advance cell_noise_freq_by_rad.hiplc
  6. Hello, Everyone. recently I meet a challenge: is how to let a lot of textures in the different grid, and it does not have the same one. I tried to input the stamp value to MAT or SHOP, But it doesn't work. If anyone knows how to fix that, please help me, I will be deeply grateful. 1. The first image is my failed work, I just want to get the second image result. but it clearly, I failed... I only get the first result.
  7. 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
  8. Hi, can anybody confirm or invalidate my suspicion that op: expression in shaders context (mat or shop) cuurently doesn't work? I know syntax has been a bit inconsistent between different Houdini versions but right now in 16.5 it doesn't seem to work at all for me. i tried: op: /obj/copnet/OUT op: "/obj/copnet/OUT" "op: /obj/copnet/OUT" op:`opfullpath('/obj/copnet/OUT')` and many other mutations of the same thing. anybody? thanks, D. file attached just for case copReferencing.hiplc
  9. 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
  10. Hey Guys, Im working with a particle simulation and I cant seem to figure out how to get the colors generated in the particle sim to apply to the shader being applied to the instanced geometry. Any help would be awesome. OT111_0010_glitter_v001.hip
  11. I have primitive groups set up in SOP level, something simple like a box with a voronoi fracture applied with the inside and outside primitive groups. How can I access this primitive group in shop context? I am trying to compare whether or not a shading point belongs to a specified group so I can create a mask. I can create a attribute at sop level to store the group information on the points and that works, but I want to do this in the shop context because the geometry will be heavily subdivided and displaced and I need the accuracy. Any thoughts?
  12. Hi, just a quick question: some SHOP nodes have a geometry input. like pcopen, intersect, etc. I'd like to point these inputs to the geo node existing in the scene rather than file on disk. Same thing like bringing in the COP result into the shader by typing `op: obj/copnet/OUT`. But it seems to be not working for geometries. Is it really necessary to cache out geo before using it in the shader or is there some trick to make it work like with COPs? If it is not possible, is there any good reason why? Caching things out can be a bit annoying part of the workflow sometimes. thanks, D.
  13. Hello i think it must be a general question, but after many tests, I have achieved nothing, so in geo context i have Cd attr (red color on box) How import color into my material vopshop network the final image should be a half red/white cube in attached file simple example of what I mean Cd_import.hip
  14. I have a question about noise texture I use rest POS to give noise material If the size is very small there will be flashing Now I don't know how to solve, Or other way to make this kind of small dot I hope that the master to help me rest noise.hip
  15. I have a question about noise texture I use rest POS to give noise material If the size is very small there will be flashing Now I don't know how to solve, Or other way to make this kind of small dot I hope that the master to help me rest noise.hip
  16. I have a question about noise texture I use rest POS to give noise material If the size is very small there will be flashing Now I don't know how to solve, Or other way to make this kind of small dot I hope that the master to help me rest noise.hip
  17. Recently I am using quite a bit the amazing inline and snippet vops in shop context to write volume cvex shaders. Really amazing stuff cause I can pretty much copy and paste the code from an Attribute / Point Wrangle node in sop context. Question 1: what is the difference , advantages , disadvantages of inline VOP vs snippet VOP ? Question 2: I am trying to use the command "chramp" to manipulate a value in a inline vop in a vopcvex shader with no luck. I tried the same with a snippet vop, same problem. (test hip file attached) From "snippet" doc: chramp is not mentioned but I guess it should work as well. Has anyone experienced anything like that so far ? (H13.0.476) chramp_issue.hipnc
  18. Hi guys! I got 2 questions for, I think, advanced Houdini users(or for everyone else). I've created standart material in SHOP(Clay, for example), and I turned to OpenGL tab. I want to see as many graphic information as it could be done. So, I set normal map texture in its field - and nothing happened. I've tried to configure it, tried to add light sources, different viewport shading types, even different OpenGL version in Houdini Preferences. Nothing has helped. When I put my normal map in Bump map field - it worked, and worked fine. But why I cant see normal map that I've set in Normal Map field? This is a first quesion, thanks! Next - I've got 2 differnt UV sets for my geometry, and 3(three) layers of diffuse texture, mixing by alpha channel. And two of them are for uvset1 and third is for uvset2. And it renders fine. But when I try to set this textures as multiple texture layers in OpenGL tab - it working strange. For 1-st texture it uses 1-st uvset, for second texture - 2-nd uv. And for 3-rd - it try to use 3-rd(undefined) uvset, or 2-nd, I don't even know. So, how can I set uvset for each texture layer in OpenGL tab manually? Combining 2 layers in third party software(like Photoshop etc.) it's not an option. I've tried to load in 1-st texture field picture, that has already combined in my shader net(by color mix) - it wasn't worked for me. Maybe, there is some way for send to OpenGL texture field result of my shader net(color type, etc). It(OpenGL field) is working with texture in file, as I can see. It would be great, if someone can help me with this issue. Sorry for some mistakes in text(I believe, there are some of them), english is not my native language. Paul
  19. Hello. I tried to search in this forum but I found no answer. Some tutorials in which they use Houdini 12 they have an element in the Material Palette called "Reflective". In Houdini 13 this doesn't exist anymore. Is there an equivalent? Thanks in advance.
  20. Hi all, This is a double post from the official forum because I got no response after one week there. I want to make a custom SHOP in HDK. The SHOP should be able to accept a series of custom VOP (limited in this context) and retrieve the information from the network of children VOP. Then the retrieved information could be acquired by SOHO program called by custom ROP. In Short, it is like "Material Shader Builder" in Mantra. Is there any example or instruction on this topic? I have searched HDK and only find headers about SHOP, there are so many virtual function not fully explained inside. I really need some advises. Thanks.
×
×
  • Create New...