cmd123 Posted September 1, 2012 Share Posted September 1, 2012 Hi Guys, How can I create in houdini a dirt effect, similar to what can be done with Vray dirt: http://www.vray.us/vray_documentation/vray_dirt_example1.shtml. I`m interested in creating dirt and decay in corners and where edges meet. Cheers, Quote Link to comment Share on other sites More sharing options...
vi_rus Posted September 1, 2012 Share Posted September 1, 2012 Hey man. Take a look at occlusion shader. Quote Link to comment Share on other sites More sharing options...
MrGAG Posted September 1, 2012 Share Posted September 1, 2012 Hello, check this post, I had the same demand some time ago http://forums.odforce.net/index.php?/topic/13780-reproduce-vray-invert-normal-option-for-occlusion/page__p__85687entry85687 cheers Quote Link to comment Share on other sites More sharing options...
TomRaynor Posted September 1, 2012 Share Posted September 1, 2012 Hey man. Take a look at occlusion shader. vi_rus, What do you mean by this? As far as I can see. from either the material palette or just in SHOPs, there is no occlusion shader by default? Am I wrong? Quote Link to comment Share on other sites More sharing options...
vi_rus Posted September 1, 2012 Share Posted September 1, 2012 I mean occlusion vex node. occlusion.hip 1 Quote Link to comment Share on other sites More sharing options...
cmd123 Posted September 2, 2012 Author Share Posted September 2, 2012 Hey, Cheers guys, thought it might be something based on ambient occlusion. I`ll have a play around,... get stuff dirty . Quote Link to comment Share on other sites More sharing options...
petz Posted September 3, 2012 Share Posted September 3, 2012 i would rather have a look at the gather-function. petz dirt.hip 3 Quote Link to comment Share on other sites More sharing options...
cmd123 Posted September 3, 2012 Author Share Posted September 3, 2012 Petz,..that is just perfect. Thanks ... Quote Link to comment Share on other sites More sharing options...
dpap Posted November 3, 2014 Share Posted November 3, 2014 mysteries of the universe - number 216546 : the default Background Color of the Occlusion Vop is black. So nothing happens when you add it.... Somebody hates white.. Quote Link to comment Share on other sites More sharing options...
dpap Posted November 3, 2014 Share Posted November 3, 2014 Btw is there a way to put the occlusion values of the shader into a point attribute on the fly. Meaning not having to to render to uvs---> write to disk --->read as texture to populate the attribute values but something like a live link without write /read to disk? Quote Link to comment Share on other sites More sharing options...
freaq Posted November 4, 2014 Share Posted November 4, 2014 currently I don;t think there is unfortunatelymaybe you can go through cops??? Quote Link to comment Share on other sites More sharing options...
eetu Posted November 4, 2014 Share Posted November 4, 2014 You might want to check out Grit, http://forums.odforce.net/topic/8471-eetus-lab/?p=123248 Quote Link to comment Share on other sites More sharing options...
dpap Posted November 5, 2014 Share Posted November 5, 2014 You might want to check out Grit, http://forums.odforce.net/topic/8471-eetus-lab/?p=123248 Yes I've seen this and it's super cool indid! But what I am asking is how to to plug the values of the shader into a point attribute without writing anything to disk. currently I don;t think there is unfortunately I think Freaq is right.... Except if Eetu does his magic and impliments something along the lines of Grit in a VOP SOP 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.