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The shading contexts share many common attributes. Each context represents a different stage in the rendering pipeline. Displacement shading is done first, followed by surface shading, then fog/atmosphere shaders. During surface and fog shading, light and shadow shaders may be run in order to compute illumination.
Note
All available variables in all the shader contexts are in world (camera) space.
Optional intersection scoping parameter ¶
When sending rays, the list of objects to intersect against are typically limited by a “scope”, set in the Houdini UI. For example, sending a reflection ray will limit the objects which are tested for ray-intersection to the objects which match the reflection mask of the reflective object.
You can override which objects to test in the following functions:
Function |
Default light/shadow scope |
Default surface scope |
---|---|---|
Light shadow |
Object reflection |
|
Light shadow |
Object reflection |
|
Light shadow |
Object reflection |
|
Object reflection |
Object reflection |
|
All objects ( |
All objects ( |
|
Object reflection |
Object reflection |
|
Object reflection |
Object reflection |
|
Light shadow |
Object reflection |
For example,
Cr = reflectlight(bias, max_contrib, "scope", "geo1,geo2");
…will only cause objects “geo1” and “geo2” to be picked up in the reflections.
All Houdini scoping patterns (excepting group expansion) are supported:
-
*
- wild-card match -
?
- single character match -
^
- exclusion operator -
[list]
- character list match
An empty string will set the scope to nothing.
Examples:
-
geo*
- Matches all objects starting with “geo” -
geo*,^geo2
- Matches all objects starting with “geo” except “geo2”. -
leg*,arm[123]
- Matches all objects starting with “leg” as well as “arm1”, “arm2”, and “arm3”.
How the L variable is set ¶
This explains how VEX sets the initial value of L
(light direction) in
the Light and Shadow contexts. Although Houdini provides a value as
explained below, you can set L
to any value.
In Houdini, lights can have orthographic or perspective projections. An orthographic light represents an infinite (or very distant) light source with parallel light rays. A perspective light represents a point light source with radiating light rays.
When a perspective light shader runs, VEX sets L to P - Ps
, where the
P
variable contains the position of the light source and the Ps
variable contains the position of the surface point being shaded.
Orthographic lights, on the other hand, are initialized so that the
direction of L is the same for each light ray emanating from the light
source: L = Lz * dot(Lz, P - Ps);
, where the Lz
variable contains
the normalized “z-axis” of the light source (that is, a unit vector
pointing down the z-axis in the space of the light). So the scale of the
L variable will be the orthographic distance from the plane of the light
source and the surface point being shaded.
Opacity vs. alpha ¶
In the surface shading context, there are two separate variables to
control transparency: Of
(opacity) and Af
(alpha) are related, but
represent different things.
Of
represents the opacity of the surface, when mantra resolves
surface colors. For example,
Of = {1, 1, 1}
…makes a fully opaque surface the will occlude surfaces behind it.
Of = {0.5, 0.5, 0.5}
…makes a partially transparent surface.
Of = {1, 0, 0}
…makes the surface opaque to red, but pass through green and blue light. This creates a cyan-colored gel.
Af
controls the alpha channel of the output pixel in an RGBA image.
If a shader doesn’t set Af
, mantra uses the default formula,
Af = avg(Of)
However, if you set this variable explicitly, the shader can control the value of the alpha channel of the output image. This lets you write shaders like “matte” or “shadowmatte”.
For example, the following shader simulates a blue screen effect:
surface bluescreen(vector clr=0) { Cf = clr; Of = 1; Af = 0; }
The default surface color is black (vector clr=0
). The shader sets
opacity to 1, meaning this surface will occlude other surfaces.
However, the alpha value of the pixels in the output image
corresponding to this surface will be 0 (fully transparent).
If you composite the output image over another image, the background image will be visible through the hole this surface left. You can use this technique to, for example, create a window in a wall without modifying the geometry.
You can set Af
to a fractional number between 0 and 1 to create
partially transparent areas in the output image.
Note
The default for occlusion()
is to use closest sample filtering. To handle transparency, pass it the option: “samplefilter”, “opacity”. This is also handled by the environment light asset, using the Transparent Shadows toggle when in Ambient Occlusion mode.
Special variables ¶
There are several “special” variables you can give as parameters to shaders in the shading contexts. Typically, these are export parameters.
__nondiffuse
If this variable is set to a non-zero value, the light shader will not contribute to diffuse illumination in the standard diffuse() functions.
__nonspecular
If this variable is set to a non-zero value, the light shader will not contribute to specular illumination in the standard phong(), blinn(), or specular() functions.
__contrib_names
An array of string component names whose contributions will be
manipulated by the __contrib_amounts
export. This export must a
constant value, since mantra queries the names before executing the
shader.
__contrib_amounts
An array of floats aligned with the __contrib_names
array, specifying
the amount the light will contribute to each component. A value of 1.0
means full contributes while a value of 0 is no contribution. Currently
only 0 and non-zero values are recognized by mantra meaning no
contribution and full contribution respectively - there is no support
for fractional contributions. This export must a constant value, since
mantra queries the amounts before executing the shader.
__nofog
If this variable is set to a non-zero value, no fog shaders will affect the surface color.
__illuminateangle
Indicates the angle of illumination for a light or surface shader to the renderer . Angles are measured from the light’s direction to the edge of the illuminating cone. The angle must be specified in radians and should evaluate to a constant expression. For example, the angle cannot depend on varying values such as P
or s
/t
.