ssh Posted August 2, 2012 Author Share Posted August 2, 2012 Hair shader is written for mantra not renderman. There is no .sl or .slo file for it. Quote Link to comment Share on other sites More sharing options...
jim c Posted March 17, 2013 Share Posted March 17, 2013 ssh, first I just wanted to say thanks for a great shader, I recently used it for the Houdini/Mixamo competition at the POlycount site. I did run into a problem though. I noticed that if I give a light a category name, and then assign that name to the hair asset's render props (for light/shadow/etc), the hair comes out as a matte, the shader doesn't seem to get run or used. It only seems to work with lights that have no category name. Is that to be expected, or would there be something else going on that would cause this? The hair asset is configured to use your shader, latest version, using H12.1. Quote Link to comment Share on other sites More sharing options...
ssh Posted March 17, 2013 Author Share Posted March 17, 2013 Can you please post an example file so I can check and fix it? Quote Link to comment Share on other sites More sharing options...
jim c Posted March 17, 2013 Share Posted March 17, 2013 Yeah, I will try after Monday, I'm rendering right now, but I'll try and make a example for this. Quote Link to comment Share on other sites More sharing options...
jim c Posted March 28, 2013 Share Posted March 28, 2013 Here's an update and hip file which I hope wil duplicate this. ssh-marsh-light-cat-prob.hipnc Quote Link to comment Share on other sites More sharing options...
ssh Posted March 28, 2013 Author Share Posted March 28, 2013 You need to set light categories in shader as well, so it knows which lights to pickup. Take a look at the attached file. ssh-marsh-light-cat-prob.hipnc Quote Link to comment Share on other sites More sharing options...
jim c Posted March 28, 2013 Share Posted March 28, 2013 OK Thanks. Quick question - the default fur material picks this up without having to set anything on the shader. Is there any reason why? Quote Link to comment Share on other sites More sharing options...
ssh Posted April 1, 2013 Author Share Posted April 1, 2013 Do not know about the default fur. In my shader they are used for the purposes of light linking. So you can choose which lights are illuminating hair and which are not. Categories are passed straight to illuminance loop inside of shader. For more information on this please refer to the docs: http://www.sidefx.com/docs/houdini12.1/light/lightandshadowlinking#categories http://www.sidefx.com/docs/houdini12.1/vex/functions/illuminance Quote Link to comment Share on other sites More sharing options...
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