haggi Posted December 14, 2011 Share Posted December 14, 2011 Hi, I'm trying to reproduce a behaviour I know from maya. I want to create a simple background color, or something like an infinite IBL node which can be seen in reflections or refractions. I'd like to use a ramp as color input for the environment, not an image or maybe an image but with the possibility to adjust color, brightness etc. In Maya I can create a simple IBL node, switch to texture mode and connect any shading node into the texture slot. Thats quite conveniant. In Houdini I can create an environment light and use an image, but I'd prefer a procedural approach. So I can create a sphere, scale it and put an appropriate shader onto it. But this means I have do take care that the sphere does not cast shadows, is always larger than the scene. So my question is: Is there a way to create a spherical environment shader and connect some nodes to it in a way that it automatically can be recognized in my shaders. Most nodes like the camera or environment light work with texture files only. e.g. the vop_trace() will call a vop_trace_environment() that will evaluate a texture, not a shading network. I hope the description was not too confuse. Quote Link to comment Share on other sites More sharing options...
rafaelfs Posted December 14, 2011 Share Posted December 14, 2011 Hi, I'm trying to reproduce a behaviour I know from maya. I want to create a simple background color, or something like an infinite IBL node which can be seen in reflections or refractions. I'd like to use a ramp as color input for the environment, not an image or maybe an image but with the possibility to adjust color, brightness etc. In Maya I can create a simple IBL node, switch to texture mode and connect any shading node into the texture slot. Thats quite conveniant. In Houdini I can create an environment light and use an image, but I'd prefer a procedural approach. So I can create a sphere, scale it and put an appropriate shader onto it. But this means I have do take care that the sphere does not cast shadows, is always larger than the scene. So my question is: Is there a way to create a spherical environment shader and connect some nodes to it in a way that it automatically can be recognized in my shaders. Most nodes like the camera or environment light work with texture files only. e.g. the vop_trace() will call a vop_trace_environment() that will evaluate a texture, not a shading network. I hope the description was not too confuse. You could create a ramp in COP and feed it to the environment light using the expression op:/img/"your cop network"/"your ramp" Quote Link to comment Share on other sites More sharing options...
haggi Posted December 14, 2011 Author Share Posted December 14, 2011 You could create a ramp in COP and feed it to the environment light using the expression op:/img/"your cop network"/"your ramp" Thanks, thats a good solution for creating shaders from within houdini, but I'm writing vex shaders for a maya hypershade translator. This means it would be possible to implement cops, but it would be a large overhead. Quote Link to comment Share on other sites More sharing options...
3dbeing Posted December 27, 2011 Share Posted December 27, 2011 (edited) I'm not entirely sure how to implement it but the docs say... The color from this environment map is returned if the ray does not hit anything. Without a map here, the Background Color, below, is returned when the ray misses. So it seems you could plug your shader colour in here... Edited December 27, 2011 by 3dbeing Quote Link to comment Share on other sites More sharing options...
haggi Posted December 27, 2011 Author Share Posted December 27, 2011 Yes, indeed if I use the trace vex node I can choose the bg color. My problem is, that I'd prefer not to set the bg color in all transparent or reflective shaders, but create one bg shader, e.g. a ramp, which will be automatically returned if the ray hits nothing. Because I create my shaders automatically from maya hypershade, I can make a dummy ibl node and add a environment shader evaluation automatically into every shader... good idea.. thanks. Quote Link to comment Share on other sites More sharing options...
3dbeing Posted December 28, 2011 Share Posted December 28, 2011 (edited) right, so create you bg vop shader inside the same vop shop and plug it's output into the color input. Edited December 28, 2011 by 3dbeing Quote Link to comment Share on other sites More sharing options...
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