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Match Color node shading using UV Quick Shade


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Hi people,

Disclaimer: I'm pretty new to houdini and I'm probably using it in a way more basic way that most people.

I really like the basic Color SOP node, using that to apply a color to geometry. However, if I want to apply a texture map to geometry, I've been using the UVQuickShade SOP.

My question is - if create two cubes and apply a color 1,0,0 using Color SOP to one, and I apply UVQuickShade using an image that is constant color 1,0,0 to the other, why do the two cubes look different in the viewport and in renders?

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Edited by ninhenzo64
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13 minutes ago, ninhenzo64 said:

Hi people,

Disclaimer: I'm pretty new to houdini and I'm probably using it in a way more basic way that most people.

I really like the basic Color SOP node, using that to apply a color to geometry. However, if I want to apply a texture map to geometry, I've been using the UVQuickShade SOP.

My question is - if create two cubes and apply a color 1,0,0 using Color SOP to one, and I apply UVQuickShade using an image that is constant color 1,0,0 to the other, why do the two cube look different in the viewport and in renders?

Render Hip

 

 

Henry!!! Consider reading the help or at least watch a tutorial. You lost your way. What you need are materials!

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I know about materials! This is more a technical question, I want to understand why they look different. The help in the UV Quick Project node doesn't explain how it applies the shading. I was wondering if anyone on here knows why they look different.

Edited by ninhenzo64
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I guess my problem with materials is that I can only seem to create them in /mat - I can't make a material network in a SOP network and I can't create a material in SHOP network. I want to do this so I can include a color assignment in an otl. Maybe that's what I'm doing wrong. Can you tell me how I can create a material that can be stored in a SOP otl?

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Sure you can include a color assignment in an otl. Just put a material network into your otl, put a material sop node and point it to the actual shader created into the material network. Then you can promote what you need (Color diffuse I suppose).

The point Johannes is making is that UV quick shade SOP isn't supposed to assign shaders to your geo, it's just to see if your uv works well with a texture (you get there with less clicks ...) it's for testing. Then you can assign a shader knowing that all works fine.

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