rd1010 Posted September 4, 2009 Share Posted September 4, 2009 (edited) I am using transparency maps and would like to be able to use the pre-made materials (chrome, glass, glow, etc) within a layered material so that I can use the transparency map over it.. I can't see a way to do this from what I have gathered so far, I would appreciate if anyone can offer any insight into this. EDIT: I just found the merge co-shader so I think this is it.. Edited September 4, 2009 by rd1010 Quote Link to comment Share on other sites More sharing options...
realer Posted September 4, 2009 Share Posted September 4, 2009 sounds handy, but to my dissapointment i never heard of this merge co-shader.. any hint where to find it? which houdini version are you using? and most of all, did it work? cheers gunnar Quote Link to comment Share on other sites More sharing options...
rd1010 Posted September 4, 2009 Author Share Posted September 4, 2009 (edited) It doesn't seem to be working for what I am using it for.. to apply the transparency map to the other shader..... so if anyone has any advice on this I'd appreciate your input. I don't really understand how to use the co-shader as my initial attempts to use it don't seem to be going to way I predicted.. if anyone has experience with the co-shader in general please post too... it doesn't seem to be mentioned at all in houdini's help files. To find the merge co-shader dive into a material SOP and tab < merge co-shader I'm using version 10, build 295. Edited September 4, 2009 by rd1010 Quote Link to comment Share on other sites More sharing options...
rd1010 Posted September 4, 2009 Author Share Posted September 4, 2009 (edited) I see now that the co-shader is for renderman... so it wouldn't work with mantra then... EDIT: On further inspection I think I can use the super material to accomplish what I am trying to do as it supports every type of map so I'll just have to recreate the material I want in there.... does anyone know of a way that you can copy the specs from an existing material (for example, chrome) into a supermaterial shader so you don't have to build it from scratch? Edited September 4, 2009 by rd1010 Quote Link to comment Share on other sites More sharing options...
bhaveshpandey Posted September 4, 2009 Share Posted September 4, 2009 last time i checked supermaterial was non editable (at VEX level)..so your best bet is to edit the parameters at the SHOP level... if you want to use a specific pre built shader (for instance chrome as you said) you could edit it at VEX level and make modifications to it..its quicker than building a shader from scratch and much easier. Quote Link to comment Share on other sites More sharing options...
rd1010 Posted September 4, 2009 Author Share Posted September 4, 2009 (edited) Thank you for your response... you are definitely right about VEX now that I have looked at it that way.. I need to be doing things at the VEX level but had been fumbling around within the SHOP SOPs... I see now how to do the things I am trying to do. Edited September 4, 2009 by rd1010 Quote Link to comment Share on other sites More sharing options...
Alanw Posted September 4, 2009 Share Posted September 4, 2009 You can inspect the Super Material's VEX Code by right clicking on the SHOP node and selecting "Type Properties". When the edit operator type window opens navigate to "Code". Quote Link to comment Share on other sites More sharing options...
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