Lyonz Posted May 16, 2010 Share Posted May 16, 2010 Hi all im wondering if anyone knows how to create a 2 sided shader ? Thanks Quote Link to comment Share on other sites More sharing options...
anim Posted May 16, 2010 Share Posted May 16, 2010 there is Two Sided VOP in surface SHOP Quote Link to comment Share on other sites More sharing options...
old school Posted May 17, 2010 Share Posted May 17, 2010 As a side note, since the 2 sided shader doesn't do a front face operation, be wary of your primitive normal direction as that is what determines what is out and what is in. Quote Link to comment Share on other sites More sharing options...
Lyonz Posted May 17, 2010 Author Share Posted May 17, 2010 As a side note, since the 2 sided shader doesn't do a front face operation, be wary of your primitive normal direction as that is what determines what is out and what is in. What is this 2 sided VOP called ? Also is there a shader forum like what V Ray has ? Quote Link to comment Share on other sites More sharing options...
anim Posted May 17, 2010 Share Posted May 17, 2010 again it's called : Two Sided Quote Link to comment Share on other sites More sharing options...
Lyonz Posted May 19, 2010 Author Share Posted May 19, 2010 Wondering if anyone has tried to use the car paint shader on the houdini website under exchange? As i have tried doing a File - Install digital asset library, putting it into the otl folder in the c drive but its not showing up ???? i am wondering if its named something else under the tab menu ?? Thanks Quote Link to comment Share on other sites More sharing options...
old school Posted May 19, 2010 Share Posted May 19, 2010 It should show up in /shop. If you hit tab and then look in the Digital Assets folder it should be there. It won't show up in the Material Palette because it isn't wrapped up in to a material folder. You can do that if you want and then it will show up in the Material Palette Quote Link to comment Share on other sites More sharing options...
Lyonz Posted May 21, 2010 Author Share Posted May 21, 2010 Thanks for replying, Yes i can use the car paint shader now but have a new problem. I want to give my dodge viper red paint and white racing stripes but i am unable to do this by using a group sop followed by a material node as my mesh flows into the curves and i need straight lines. Is there a way to project straight lines onto the car and tell it to use the white paint shader ? or a way of layering this up as i know how to do this with texture maps in the layered surface sop but it doesnt allow you to use other shaders. Thanks in advance Quote Link to comment Share on other sites More sharing options...
kelvincai Posted May 21, 2010 Share Posted May 21, 2010 You could assign groups on the geometry via Group SOP and assign different shaders via a Material SOP. If the geometry doesn't give you straight lines, you could assign UVs and use texture maps. If the shader you using doesn't take textures, you have to add the textures function by yourself in VEX/VOP or use other shaders which take textures. These are about what I can think of for now. Quote Link to comment Share on other sites More sharing options...
Lyonz Posted May 21, 2010 Author Share Posted May 21, 2010 You could assign groups on the geometry via Group SOP and assign different shaders via a Material SOP. If the geometry doesn't give you straight lines, you could assign UVs and use texture maps. If the shader you using doesn't take textures, you have to add the textures function by yourself in VEX/VOP or use other shaders which take textures. These are about what I can think of for now. Like i said i carnt use group and material nodes because of the curves in the geometry and dont want to change the geometry. Carnt use uvs with different layers as i want to use the car paint shader not textures. The car paint shader doesnt have a texture slot. And carnt add a texture parameter because the car paint shader is locked. kinda stuck need a solution... Thanks in advance Quote Link to comment Share on other sites More sharing options...
anim Posted May 21, 2010 Share Posted May 21, 2010 you can either, right click the shader choose Type Properties... and edit code so it allows you to use textures the code is clearly generated from VOPs and not hand written so after investigation you can find that in example fresnel_cs4.hipnc file from exchange there is source VOP shader it's called car_paint11, just Right-Click/Edit VOP Network and you can add texture support visually in VOPs Quote Link to comment Share on other sites More sharing options...
kelvincai Posted May 21, 2010 Share Posted May 21, 2010 Like i said i carnt use group and material nodes because of the curves in the geometry and dont want to change the geometry. Carnt use uvs with different layers as i want to use the car paint shader not textures. The car paint shader doesnt have a texture slot. And carnt add a texture parameter because the car paint shader is locked. kinda stuck need a solution... Thanks in advance Study the shader(s) you have at hand, via its VOP networks or VEX codes. Then add the functionality you need, if the shader(s) doesn't provide it. And, it is not so hard to write a new shader from scratch too. It is so much easier to write VEX/RSL shaders compared to mental ray or vray shaders. Quote Link to comment Share on other sites More sharing options...
Lyonz Posted May 21, 2010 Author Share Posted May 21, 2010 you can either, right click the shader choose Type Properties... and edit code so it allows you to use textures the code is clearly generated from VOPs and not hand written so after investigation you can find that in example fresnel_cs4.hipnc file from exchange there is source VOP shader it's called car_paint11, just Right-Click/Edit VOP Network and you can add texture support visually in VOPs I have tried looking for this but can not find in on the exchange wondering if it has moved ? Quote Link to comment Share on other sites More sharing options...
anim Posted May 21, 2010 Share Posted May 21, 2010 http://www.sidefx.com/exchange/download.php?fileid=352&type=HIP Quote Link to comment Share on other sites More sharing options...
Lyonz Posted June 11, 2010 Author Share Posted June 11, 2010 (edited) Is there anyway to mix two shaders like a blend mode ? As i am trying to create condensation Lyonz Edited June 11, 2010 by Lyonz Quote Link to comment Share on other sites More sharing options...
Lyonz Posted March 29, 2011 Author Share Posted March 29, 2011 Hi all, Im wondering if someone could explain to me the difference between a complement node, negate and invert at vex level ? Thanks Quote Link to comment Share on other sites More sharing options...
anim Posted March 29, 2011 Share Posted March 29, 2011 complement = 1-x negate = -x invert = 1/x Quote Link to comment Share on other sites More sharing options...
Lyonz Posted April 1, 2011 Author Share Posted April 1, 2011 complement = 1-x negate = -x invert = 1/x So basically complement = 1- itself, take away 1 negate = make it neutral - itself = 0 invert = divide 1 by x Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.