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Showing results for tags 'specular'.
Found 8 results
Using Shader output as a texture/map
MaximGehricke posted a topic in Lighting & RenderingHi, this is probably very unusual, but I am aiming for an abstract environment and had this idea: Basically, I want to have a chrome shader inform the map attribute of another shader's emission. So: result from chrome shader -> into emission color of another shader. The reflections should be responsive - changing on view direction like usual. I guess baking is out of the question. What is the best way of going about this? I have Mantra, Karma and Arnold (htoa) available, whatever works.
shader Where is the Mantra Specular Edge Color ?
Elistan posted a topic in General Houdini QuestionsHi, I can't find a way to get what I can get with a colored specular map in Substance Designer. I'm basically trying to get a fake iridescent effect by coloring my specular map, but in the principled shader, the specular is a float type, so no way to put some colors in there.. In the past I was on Maya with Renderman and there was a specular and an edge color parameter, in wich I was able to put some color, but no parameter is a color in the principled color. I'll put some screenshot of the desired look I want. It's done in Substance designer, with a black diffuse, a normal, a white specular and the colored map in the specular edge color. It'll be used in a movie project for my school so I really hope to get some help , please help !
Tronotrond posted a topic in General Houdini QuestionsHi all! Does Houdini have a feature to place highlights/specular reflections? I.e. you're in camera view, select a light, and press an object where you want the light to create the highlight. The light then changes position to create that highlight relative to the camera. From the documentation it seems something like this might exist in LOPs context, but I'm looking in regular scene view. This is a built-in function on other DCCs, so hoping Houdini have it hidden somewhere. It's very handy to place highlights on beveled edges etc.
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:
add specular on uniform volume shader
soukach posted a topic in Lighting & RenderingHello everybody, I am trying to add specular on uniform volume shader as in the following link: https://vimeo.com/159216723 (made by Jack Yu). To make it, he gives us the following explanation: "Uniform volume shader is a default Houdini shader, all you have to do is convert your particle to VDB then generate the gradient filed, use the gradient field as surface normal to calculate specular in uniform volume shader." But I did not succeed has to make the last step. Here is my .hip Thanks for help. test_uniform volume shader.hiplc
Hey guys!!! I’m playing with a large ocean render using Mantra PBR. In my scene i have a simple HDR environment light, and an Area light. The Area light is actually creating all the specular highlights in this render and shader is the default from ocean waves. I’m not sure what passes to render for composite.. Right now i’m rendering depth pass, normal pass and directreflection pass. I would really like to have the specular in a pass, and maybe some kind of motion vector pass, how do i achive this? Since i'm using the defualt shader, i'm guessing i just have to use the correct vex variables for output extra image planes? If that makes any sense.. And can you houdini experts perhaps recommend me some other passes to render for oceans and flip fluids? Any help is greatly appreciated, thanks!
Earth ocean specular
Juraj posted a topic in Lighting & RenderingHello I have been wondering how to achieve shape of specular reflection that can be seen on photos of earth from space. Is anisotropy the only way to achieve this? Also how would you link camera's position to anisotropy rotation? (for example when significantly moving camera / sun) Also can anisotropy reproduce this effect accurately? When I tried stronger anisotropy on sphere, the shape of specular started to becomy curved. I think that this specular shape is caused by "miniature" displacement of ocean. But for this kind of scale I think it wouldn't be possible to displace ocean geometry. Thanks, Juraj
specular samples PBR - specular flickering
teapot posted a topic in Lighting & RenderingHello, How to control specular samples? My actual workflow to control diffuse/specular samples: create area light position it then turn off specular contribution and set "sampling quality" as is it in most cases then copy the same area light and turn off diffuse contribution and turn on specular contribution set sampling quality to minimum 2 without those steps I get specular flickering with displacement materials [specular noise?] and to completley remove it I would have to set global samples to 2-128 and pixel samples to 14x14. With 2 area light instead of 1 [diff and spec contributions: sampling quality increased] I have pretty clean renders with 8x8 and 1-18 global samples = quicker render. The only bothering thing is that I have 2x more lights and it takes some time to set and organize those. example: [from 0:20 to 0:22, you can see random white dots in the background].Arnold renderer [which is pathtracer as mantra is] gives you ability to set every type of sampling.