caskal Posted February 23, 2017 Share Posted February 23, 2017 Hello community, Some months ago I asked how to achieve this kind of effect Blackpixel user at sidefx forums did an awesome job with a mantra shader, at that time I was just learning the basics so I get stuck trying to understand, here is the post if someone wants to check out ( https://www.sidefx.com/forum/topic/44970/ ) I'm uploading the file that blackpixel did, all in mantra with shader builder, now that I learn the basics of shader builder I'm trying to really understand what he did, here are my thoughts: So he take a worley noise (4 points) and split up to 5 fit ranges, one is set to the refraction, he multiplies 2 to get the displacement, then he does several multiply with colormix, is this to get the colours on the borders? I tried to do it myself from scratch (attaching the hip too) with a similar but not the same result, I started adding one by one to see what is doing but I can't figure out yet. My main cuestion is, from a designer point of view, lets say I want to create a shader that is black/milky (btw he isn't using SSS but it looks like), how should I think to say: this will be the plastic hole, this will be the border one, this will be the main surface, I guess he's doing all of that dividing the worley in fits right?, mantra is kinda scary yet so powerful. Sorry for the long read Cheers! worley_holes_blackpixel.hip worley_holes_caskal.hipnc Quote Link to comment Share on other sites More sharing options...
caskal Posted March 1, 2017 Author Share Posted March 1, 2017 Nobody got a clue? Quote Link to comment Share on other sites More sharing options...
trojanfoe Posted April 28, 2017 Share Posted April 28, 2017 (edited) Still there? If you move those VOP nodes into a top-level Material Node (/mat for example) you should be able to drag each VOP node onto the render view and Houdini will create a temporary shader so you can visualize what each VOP does. I am no shader expert, that's for sure, but each of those nodes does a single job and in order to understand you will have to experiment. Edited April 28, 2017 by trojanfoe Spelling. 1 Quote Link to comment Share on other sites More sharing options...
caskal Posted May 23, 2017 Author Share Posted May 23, 2017 On 2017-4-28 at 3:23 AM, trojanfoe said: Still there? If you move those VOP nodes into a top-level Material Node (/mat for example) you should be able to drag each VOP node onto the render view and Houdini will create a temporary shader so you can visualize what each VOP does. I am no shader expert, that's for sure, but each of those nodes does a single job and in order to understand you will have to experiment. Hey @trojanfoe thanks for the tip, that will make things much easier to understand, will give a try now, cheers! Quote Link to comment Share on other sites More sharing options...
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