kfu Posted September 9, 2019 Share Posted September 9, 2019 (edited) I'm trying to create a ice shader in houdini base on this tutorial:https://www.youtube.com/watch?v=MeObbrfCSUY Around 5:29, he is talking about using ray length to control the mix alpha for transparency shader and sss shader, so that sss only appears on top of transparency material. How do you do that in Houdini( to layer ss material on top of transparent material)? Any helps pls? I have a test hip file attached below. icecube.hipnc Ice_Lake_Ref.hdr Edited September 9, 2019 by kfu Quote Link to comment Share on other sites More sharing options...
kfu Posted September 11, 2019 Author Share Posted September 11, 2019 had some results just with principle shader, but find it very hard to get rid of all the noise even though I set ray sample pretty high Quote Link to comment Share on other sites More sharing options...
asmartkid Posted September 11, 2019 Share Posted September 11, 2019 Refraction has been traditionally one critized aspect of Mantra. Could I take a look at the shader? Quote Link to comment Share on other sites More sharing options...
kfu Posted September 11, 2019 Author Share Posted September 11, 2019 1 hour ago, asmartkid said: Refraction has been traditionally one critized aspect of Mantra. Could I take a look at the shader? Nothing special really, just simple principle shader with a noise rough map Quote Link to comment Share on other sites More sharing options...
kfu Posted September 12, 2019 Author Share Posted September 12, 2019 finally had a somewhat clean render,not so happy with the ice shader though Quote Link to comment Share on other sites More sharing options...
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