Houdini 20.5 Nodes VOP nodes

Labs PBR Shader geometry node

Physically Based Viewport Shader

This shader was developed as the precursor for the new High Quality Lighting shader in Houdini 17.5 a lot of the calculations are the same with a few differences

Parameters

Surface

Albedo

Base Color

Basic Tint on the Albedo, defaults to .8 to avoid pure whites.

Use Texture

Enable AO Map

Texture

Albedo Map

Roughness

IOR

Index of Refraction, similar to the base PBR value of 0.04. High Values refract more light

Note

Formula used to convert IoR to spec is

pow((ior-1)/(ior+1),2)

Roughness

Multiplier over the roughness texture

Horizon Smoothing

Fade the lighting at steep glancing angles in order to reduce light bleeding (Not reflected in Mantra)

Invert Roughness

Inverts the roughness so it behaves like Gloss (Not reflected in Mantra Shader)

Use Texture

Enable Roughness Map

Texture

Roughness Map

Channel

Which channel from the texture to use as roughness. Helpful if you have packed textures.

Metallic

Metallic

1 means fully metallic, 0 means dielectric. Generally speaking in between values shouldn’t exist in the real world.

Use Texture

Enable Metallic Map

Texture

Metallic Map

Channel

Which channel from the texture to use as metallic. Helpful if you have packed textures.

Normal

Enable

Enable Normal Mapping

Texture Path

Path for the Normal Map Texture

Effect Scale

Strength Multiplier

Flip X

Invert the Red Channel

Flip Y

Invert the Green Channel

Use Model’s Tangent

Use the Model’s TangentU Attribute for MikkT Calculations

Occlusion

Occlusion

Controls the intensity of the AO map

Use Texture

Enable Ambient Occlusion Map

Texture

Ambient Occlusion Map

Channel

Which channel from the texture to use as Ambient Occlusion. Helpful if you have packed textures.

Emissive

Emission Intensity

How Strong is the emissive(glowing) parts

Emission Color

The color of the glow

Use Texture

Enable Emissive Map

Texture

Emissive Multiplier (Mask w/ Color)

Transparency

Transparency

Toggle alpha (transparency)

Advanced

Importance Sampled Ambient

Use a fancier way of sampling the diffuse information from Environment Lights

Number of Diffuse Samples

Number of Samples of the Environment Light during diffuse calculations

Importance Sampled Reflections

Realtime blurring of the cubemap based on the roughness of the object

Number of Specular Samples

Number of Samples of the Environment Light during specular calculations

Shade Both Sides As Front

Reverses the backsides to ensure they are shaded like the front

VOP nodes