Netvudu Posted July 22, 2009 Share Posted July 22, 2009 What the topic reads...what is the usual workflow in Houdini to have one material blending into another in different areas of the object? Do I need a layered shader? Is there any stock material in Houdini that does this? Quote Link to comment Share on other sites More sharing options...
Allegro Posted July 22, 2009 Share Posted July 22, 2009 What the topic reads...what is the usual workflow in Houdini to have one material blending into another in different areas of the object? Do I need a layered shader? Is there any stock material in Houdini that does this? the glass material has a combination of the decal and glass materials. Quote Link to comment Share on other sites More sharing options...
eetu Posted July 22, 2009 Share Posted July 22, 2009 No clean way that I know of, sorry. For dirty, you could try: a) Copy-paste the contents of one material to another, hoping there will be no parameter name conflicts. The resulting ui for the shader will probably be quite a mess. Also, this would only work for vopnet-based shaders, not hardwired. Duplicate your surface, move the duplicate along normal by as little as you can, assign to it the top layer shader with your wanted alpha as opacity. eetu. 1 Quote Link to comment Share on other sites More sharing options...
beeemtee Posted July 24, 2009 Share Posted July 24, 2009 very dark humor, eetu.. it needs setup. i think it's not so hard, but it can be strange at first. (it's also possible that there is an easier way) so if i had to do this, i wouldn't copy them above each other but would create a subnet for each original vop network. it's a good idea to add a null (rename) node to every parameter which goeas to the output before you do the subnet because otherwise it's easy to get lost later. omit the output of course. then it has to be done to every material you want to mix. copy the subnets to the new shader's vop vex surface node, and add your mixing to the soup. you can clean up the parameter interface, you just need to create some folders and copy the original parameters there. plus same goes for the displacement shaders. you don't have to do it like this, (there will be no name collisions because houdini will rename the pasted nodes) but if you just copy and paste you will probably get a mess and lost your apetite. it needs three minutes, not three seconds.. yeah it's technics lego, not duplo. it's harder to put it together, but your friends will like it more. girls usually don't care cheers bmt Quote Link to comment Share on other sites More sharing options...
eetu Posted July 24, 2009 Share Posted July 24, 2009 Yeah, sorry for the pessimistic tone there It's just that I'd very much like to see some coshader-type functionality, which would probably make stuff like this easier too.. eetu. 1 Quote Link to comment Share on other sites More sharing options...
Allegro Posted July 25, 2009 Share Posted July 25, 2009 Yeah, sorry for the pessimistic tone there It's just that I'd very much like to see some coshader-type functionality, which would probably make stuff like this easier too.. eetu. we all would 1 Quote Link to comment Share on other sites More sharing options...
ihab Posted July 26, 2009 Share Posted July 26, 2009 we all would Actually when materials were first introduced in h9 i thought that this type of functionality would be present. Quote Link to comment Share on other sites More sharing options...
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