j00ey Posted March 18, 2015 Share Posted March 18, 2015 Hi This is probably a dumb question, and makes me realise how little I really know about SHOPs. I have a scene with various shaders that I built myself with material shader builder nodes and I'm exporting a few AOVs inside. I just attached a constant shader to something though and realised I have no idea how to get it to output my additional image planes, and also I don't really know what this type of shader is and why it has a Surface Shader output... The only thing I can attach it to seems to be an Output Shaders node but I can't figure out what else I can plug into that to get my AOVs. Does anyone have a couple of minutes to explain A - what they are [the shaders with the stripy baseball icon - VEX shaders?] and B -how to get them to write extra planes? I know I can go in the type properties and see the code but I'm uncertain whether that's the way to go about it or if I'm missing something obvious... I hope someone can enlighten me... Quote Link to comment Share on other sites More sharing options...
altbighead Posted March 18, 2015 Share Posted March 18, 2015 (edited) It's a big subject but luckily you can thank Peter Quint. https://sites.google.com/site/pqhoudinitutorial/home/videos-on-the-basics-1 Basics : Surface Shader I on Vimeo Basics : Surface Shader II on Vimeo Basics : Surface Shader III on Vimeo Basics : Surface Shader IV on Vimeo Materials 11 I Edited March 18, 2015 by altbighead Quote Link to comment Share on other sites More sharing options...
j00ey Posted March 18, 2015 Author Share Posted March 18, 2015 Hi Thanks for the reply. Good old Peter Quint! I had a quick scrub through those and I may be missing something but they appear to be about VOP materials, it's the ones that you can't dive inside and edit that I'm a bit confused about, see pic. I know how to edit VOPs and get my AOVs out of there but how would I go about getting say an ID pass out of something with Gingham Checks applied? Quote Link to comment Share on other sites More sharing options...
danylyon Posted March 26, 2015 Share Posted March 26, 2015 Hi Simply define the variable as export in the surface shader and assign a value. For example: #pragma hint uv hidden #pragma hint Cd hidden #pragma hint myAOV hidden surface mySurfaceVEX( // IMPORTS vector uv = 0; vector Cd = 0; // PARAMETERS float ior_i = 1; // EXPORTS export vector myAOV = 0;) { myAOV = normalize(N); } The #pragma's are "cosmetic", this tells Houdini not to show those variables as parameters. Quote Link to comment Share on other sites More sharing options...
j00ey Posted March 26, 2015 Author Share Posted March 26, 2015 Thanks Dany. I will look into that. By the way I haven't had chance to try your layered PBR shader on my new machine yet in case that clears up the errors. I'll do that soon as I get chance, after the weekend probably. Quote Link to comment Share on other sites More sharing options...
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