TheDunadan Posted October 27, 2004 Share Posted October 27, 2004 Hi all, not having much experience with houdini I started wondering about the following. How to save a shader... I started writing a few VEX shaders and so far I just wrote it into a single file and there it is. However though it would take a bit more time most parts could be transfered into a VOP network and the whole thing is a bit more modular / easier to edit if you don't fancy jumping into the actual code. If there isn't an existing VOP that does a specific sub-task you need for the shader, do you create this new VOP's until you can build the shader as VOP network ?! I started on NPR shaders again and intend to share those; so far it's all messy VEX code, but if everyone says: "Oh no, we always do nice VOP networks" or alike I'd try to convert those. Jens Quote Link to comment Share on other sites More sharing options...
Jason Posted October 27, 2004 Share Posted October 27, 2004 Personally I love them as VOPs. The SSS shader suddenly becomes useful and so easy to add as "Just the Subsurface component" in the middle of a VOP network. Excited to see your NPR shaders out there.. bring em on! Quote Link to comment Share on other sites More sharing options...
Mario Marengo Posted October 28, 2004 Share Posted October 28, 2004 Hey Jens, I also think it's more useful if you convert components into VOPs. The question is which part do you convert? -- which bits can become reusable components, and at what level? Say you're doing some NPR shader, and say it needs some funky antialiased uv-based "triangle wave" pattern... do you turn the whole shader into a VOP?... or just the AA pattern, with the shader as an HDA? My personal choice would be to do both things as VOPs -- one VOP for each reusable low-level (and possibly multi-context) component (the triangle pattern), and another VOP for the whole shader (assuming that the whole shader can be used as a high-level shading component). It's really just a question of personal taste, but I'm pretty sure that the one thing we'd likely all agree on is "Whatever you do, don't just leave it as a shader!". Shaders are static and can't be combined with other shaders. This was always a big headache in the "old days", so now that we have VOPs it shouldn't become a problem again. And on the flip-side, HDAs become useless as references once they grow beyond 20 nodes or so (it actually turns into a wonderful code-obfuscation device after that ). Cheers! Quote Link to comment Share on other sites More sharing options...
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