slayerk Posted December 12, 2012 Author Share Posted December 12, 2012 (edited) // Version 0.70 // New Export Variables: // exportReflectFresnel // exportRefractFresnel shader.rar Edited December 12, 2012 by slayerk Quote Link to comment Share on other sites More sharing options...
slayerk Posted March 12, 2013 Author Share Posted March 12, 2013 (edited) // Version 0.71 // Add Possibility to Multiply Base Color (or Intensity) of All Components by Attribute Cd Also Compiled otl for Houdini 12.5 shader.rar my_shader_v0.71_12_5.otl Edited April 5, 2013 by slayerk Quote Link to comment Share on other sites More sharing options...
CeeGee Posted March 12, 2013 Share Posted March 12, 2013 Thanks for updates Quote Link to comment Share on other sites More sharing options...
Farsheed Ashouri Posted March 27, 2013 Share Posted March 27, 2013 Love your work, Thank you. Quote Link to comment Share on other sites More sharing options...
stevegh Posted May 1, 2013 Share Posted May 1, 2013 What would it take to get this working with PBR? I assume it would require the adding of BSDF's? Is it something where you would have to just include F as an output for each component calling particular BSDF's or could it be as simple as multiplying the resulting component's output by a diffuse BSDF? Quote Link to comment Share on other sites More sharing options...
slayerk Posted May 2, 2013 Author Share Posted May 2, 2013 What would it take to get this working with PBR? I assume it would require the adding of BSDF's? Is it something where you would have to just include F as an output for each component calling particular BSDF's or could it be as simple as multiplying the resulting component's output by a diffuse BSDF? Not planned. Quote Link to comment Share on other sites More sharing options...
slayerk Posted June 12, 2013 Author Share Posted June 12, 2013 (edited) // Version 0.72 // Improved Texture parameters // Reorganize Parameters and Remove Some Parameter Hiding Little update from yesterday my_shader_v0.72_12_5.otl shader.rar Edited June 14, 2013 by slayerk Quote Link to comment Share on other sites More sharing options...
Felix9966 Posted August 27, 2013 Share Posted August 27, 2013 (edited) You have done a great job by creating such a useful shader. I registered here just for that reason, that to ask you a few questions=). First, why specular does not disappear in Opacity (See picture)? Second, in my opinion the Irradiance is not working properly (See picture) In GI Light I choosed "Full Irradiance". Maybe you can give a logical answer for the work of your shader. Third, what for need "Constant"? If it participates in Occlusion, Specular, Reflect, Refract, and mixes with diffuse texture. And final question, what for need "Emission Color"? In fact it react only with Irradiance. That's all, thank you for your attention. Edited August 27, 2013 by Felix9966 Quote Link to comment Share on other sites More sharing options...
kiko Posted April 4, 2014 Share Posted April 4, 2014 Is anyone test it on Houdini 13.0.260? I cannot get it to work. It works fine on H 12.5. Quote Link to comment Share on other sites More sharing options...
djwarder Posted June 3, 2014 Share Posted June 3, 2014 Yeah, can't get it to work on H13.0.288. If could get a version for latest production build, that'd be great! Quote Link to comment Share on other sites More sharing options...
slayerk Posted July 5, 2014 Author Share Posted July 5, 2014 (edited) Sorry for the long absence. New version uploaded on orbolt. For H13. Temporary lost support for per-light diffuse/specular exports (problem with migraton on H13), but added new features: Added textures tab. You can use one texture in several components. For example one map for diffuse and occlusion intensity or one map for specular1, specular2 and reflection intensity/roughness. New Specular type "Cook-Torrance" shader_h13.rar Edited July 6, 2014 by slayerk Quote Link to comment Share on other sites More sharing options...
slayerk Posted July 5, 2014 Author Share Posted July 5, 2014 (edited) You have done a great job by creating such a useful shader. I registered here just for that reason, that to ask you a few questions=). First, why specular does not disappear in Opacity (See picture)? Second, in my opinion the Irradiance is not working properly (See picture) In GI Light I choosed "Full Irradiance". Maybe you can give a logical answer for the work of your shader. Third, what for need "Constant"? If it participates in Occlusion, Specular, Reflect, Refract, and mixes with diffuse texture. And final question, what for need "Emission Color"? In fact it react only with Irradiance. That's all, thank you for your attention. It's normal for me.for example in hack glass shading i set very small opacity but specular on glass are visible and not dissapear. if you want youcan use the same opacity map in specular intensity. If you want true irradiance turn off toggle "Use Emission" in "Options" tab. This is fast hack for lighting shadows. "Emission color" is color of object in secondary bounces, with it you can control "GI Effect" of you object. In most cases it's enought. Is anyone test it on Houdini 13.0.260? I cannot get it to work. It works fine on H 12.5. Yeah, can't get it to work on H13.0.288. If could get a version for latest production build, that'd be great! new version for H13 uploaded. Edited July 5, 2014 by slayerk Quote Link to comment Share on other sites More sharing options...
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