Hi Strob,
I used a modified version of the “Verify BSDF” SOP.
The built-in one should give you most of what you would need. Let me know if you need any more pointers though.
To use it with different BSDFs, you have to jump into the the very_bsdf VOP inside and plug them in there. (Replace pbrhair_r1)
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Houdini Learning Materials » Kai Stavginski shading tutorial BSDF vis node
- KaiStavginski
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Houdini Indie and Apprentice » using texture map with transparency...
- KaiStavginski
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Sorry to disappoint, but the fact that the transparency displays in the viewport is actually a bug. It's not intentional that the alpha of the base color texture is used. We do want to add separate opacity support in the future though.
Some option you can try for now:
1) Use the Mantra Surface shader and it's opacity parameters
2) Unlock the Principled Shader SHOP and plug a texture VOP into the Of output
3) Build shader in VOPs, using the principled shader VOP as the core
Some option you can try for now:
1) Use the Mantra Surface shader and it's opacity parameters
2) Unlock the Principled Shader SHOP and plug a texture VOP into the Of output
3) Build shader in VOPs, using the principled shader VOP as the core
Technical Discussion » Mantra surface shader - mirror refl. with roughness <=0.3
- KaiStavginski
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We got a report about this already and I'm looking into it. I can reproduce it as well.
Technical Discussion » Pyro Shader 3.0 sync with SOP/DOP visualization?
- KaiStavginski
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Yes all true.
I'll add all this in a future update. We already have RFE 69724 requesting vector attenuation by the way.
I'll add all this in a future update. We already have RFE 69724 requesting vector attenuation by the way.
Technical Discussion » Pyro Shader 3.0 sync with SOP/DOP visualization?
- KaiStavginski
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Hi guys, I'll make sure the sync is added for the new shader in some way, preferably as a shelf tool I think. So currenlty this would include density, intensity, various emission color settings & smoke color volumes.
Pyro 3.0 sure is greatly simplified, but hopefully not overly. I've never seen the smoke color ramps being used in production, so I chose to only support color volumes for smoke (“Tint Smoke Color with Cd”), which of course can be created any way you want in SOPs. If the ramp turns out to be a commonly used feature we can of course add it back no problem.
Pyro 3.0 sure is greatly simplified, but hopefully not overly. I've never seen the smoke color ramps being used in production, so I chose to only support color volumes for smoke (“Tint Smoke Color with Cd”), which of course can be created any way you want in SOPs. If the ramp turns out to be a commonly used feature we can of course add it back no problem.
Houdini Indie and Apprentice » Grooming Hair interactive speed
- KaiStavginski
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There are definitely some issues here that we're aware of. On of these is the delay that kicks in as you have more strokes. A hack to get around this is - create a new groom node every once in a while. You can do this by Ctrl+clicking on any grooming tools. That'll create a new curve groom with the same settings as the one before it.
Another thing you can do is switch over to polygon curves while grooming, that does improve interactivity substantially.
The grooming is mostly multi threaded, although we're currently using some hacks to get this to kick in for small number of hairs. Usually, vex sops only thread when they have at least 5x1024 elements to work on. Since we're mostly running over primitives here, this is often not the case. There are also other kinds of constant overhead that are especially visible with small inputs.
Another thing you can do is switch over to polygon curves while grooming, that does improve interactivity substantially.
The grooming is mostly multi threaded, although we're currently using some hacks to get this to kick in for small number of hairs. Usually, vex sops only thread when they have at least 5x1024 elements to work on. Since we're mostly running over primitives here, this is often not the case. There are also other kinds of constant overhead that are especially visible with small inputs.
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