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Mantra API detail info


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Hi guys !

 

i'm searching for something like this :

https://trac.solidangle.com/arnoldpedia/chrome/site/Arnold-4.0.14.0/doc/api/index.html

 

Where detail info about what is what under the hood is explain for ex:

https://trac.solidangle.com/arnoldpedia/chrome/site/Arnold-4.0.14.0/doc/api/group__ai__shader__brdf.html

https://trac.solidangle.com/arnoldpedia/chrome/site/Arnold-4.0.14.0/doc/api/group__ai__shader__sss.html

 

i would like to understand precisly :

- what are the BRDF/BTDF/BSSRDF that are use by mantra ?

- where can i find the C++/VEX code of those implementation ?

- how to implement your own with the HDK ?

- how to connect GLSL viewport preview to a VEX shading description like in the Mantra Shader.

 

For what i have find it looks that :

PBR Diffuse = Oren Nayar http://www.cs.utah.edu/~shirley/papers/jgtbrdf.pdf

PBR Phong = Stretched-Phong http://sirkan.iit.bme.hu/~szirmay/brdf6.pdf

PBR Blinn = Ashikmin-Shirley http://www.cs.utah.edu/~shirley/papers/jgtbrdf.pdf

PBR SSS PTC base = ?

PBR SSS Physicall = ?

 

Thanks for any input that could help me to understand and work with Mantra API

 

Cheers

 

E

Edited by sebkaine
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Hi guys !

 

i'm searching for something like this :

https://trac.solidangle.com/arnoldpedia/chrome/site/Arnold-4.0.14.0/doc/api/index.html

 

 

Mantra doesn't have public API, so you hardly find these informations. Some of them are scatted in docs, IFD API and VEX code,  Mantra's procedurals in HDK. It doesn't look like SESI is going to do something about it. After all Mantra is not standalone product meant to be embedded in host applications, quite opposite.

 

 

- how to connect GLSL viewport preview to a VEX shading description like in the Mantra Shader

 

 

Sorry for being trivial, but Isn't it described here?

 

 

- where can i find the C++/VEX code of those implementation ?

 

Anything Vex related is placed in $HFS/houdini/vex/

 

 

- how to implement your own with the HDK ?

 

You can't. You can only use VEX to make own models, checkout excellent Wolfwood thread for that matter.

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Many Thanks For your asnwer Symek !

 

Mantra doesn't have public API, so you hardly find these informations. Some of them are scatted in docs, IFD API and VEX code,  Mantra's procedurals in HDK. It doesn't look like SESI is going to do something about it. After all Mantra is not standalone product meant to be embedded in host applications, quite opposite.

 

Well that's what i find uncool, mantra, is a Fantastic engine, but each time you need detail help you have to go fishing :)

 

Sorry for being trivial, but Isn't it described here?

 

Well maybe i'm missing some info here but from what the doc explain you have only 2 way to connect GLSL / VEX description in one single shader

- you can create a new GLSL Shop Operator and add a VEX/SL code description, but you can't use VOP just full VEX code.

- you can create 2 shaders one GLSL and one VEX and connect them with a switch node but in this case i can't achieve what i want , let me explain :

 

I want to do exactly what the mantra shader do

- a VEX description with VOP inside a material shader builder

- plus in the same shader you have also include a GLSL equivalence

 

I can't connect a custom shader done with the material shader builder to a switch node. (maybe i'm missing something here ?)

 

 What would be far more elegant , is to be able to work at 100% inside the material shader builder.

- you could define a VEX shader in a subnetwork

- define a GLSL shader in a subnetwork

- connect both shader description inside the same material shader builder, like what you have in mantra shader except that the GLSL code is not accessible in this case.

 

But having the ability to have :

- GLSL description in code

- VEX / VOP description

- inside a same encapsulated place is what i am searching for

 

Also as a side note , having the ability to define your own GLSL function / bloc and being able to call them inside VOP network would be also very cool.

The final goal of this would be to have :

- very close shading network for both GLSL / VEX description

- very close equivalence in models / result achieve in Precalc / Real Time

 

Anything Vex related is placed in $HFS/houdini/vex/

 

Thanks a lot , now i have the SSS and area light code thats great !

 

You can't. You can only use VEX to make own models, checkout excellent Wolfwood thread for that matter.

 

This links is just pure gold how can i have miss this one ! Thanks for sharing ...

 

Again thanks for taking the time to help !

 

Cheers

 

E

Edited by sebkaine
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