Hi all,
The difficult made easy, but the easy made difficult seems to be the way to describe Houdini sometimes! This is coming from a Softimage user, so please excuse the noob question (and attitude).
For instance, how the heck do I see an OpenGL procedural texture inside the viewport???
There is SO MUCH raw power here, it is really amazing!
Just kinda frustrating when trying to do “simple” things, like seeing a texture.
Thanks for any advice you can give.
Perry
How do I see procedural textures in the viewport?
21911 15 3- Perry Harovas
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- Doudini
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- malexander
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I may be miissing your meaning, but you can use a Material that sources a Composite network as a diffuse texture. This will allow you to modify the texture source on the fly in COPs.
The easiest way to see this is via a Grid + UVQuickshade. Then create a COP network, apply the effects you want to the texture map, and use an op: reference in the UVQuickshade's Texture Map parameter.
The easiest way to see this is via a Grid + UVQuickshade. Then create a COP network, apply the effects you want to the texture map, and use an op: reference in the UVQuickshade's Texture Map parameter.
- symek
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I think Perry simple asks how to see anything but raster texture in a viewport, and the answer is you can't. Houdini's viewport doesn't support it. Because procedural textures are defined by vex code, they are hardly accessible by OpenGL. So unless you pre bake procedural pattern you won't see it ( except for a shader view which executes shaders via Mantra).
- riviera
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SYmek
I think Perry simple asks how to see anything but raster texture in a viewport, and the answer is you can't. Houdini's viewport doesn't support it. Because procedural textures are defined by vex code, they are hardly accessible by OpenGL. So unless you pre bake procedural pattern you won't see it ( except for a shader view which executes shaders via Mantra).
You could build a COP network that bakes out your shader/texture and apply it in OpenGL (we're experimenting with this kind of thing right now and surprisingly successfully, I must say – Houdini handles the implicit dependencies much better than I expected).
But it is indeed not a single-button solution.
Imre Tuske
FX Supervisor | Senior FXTD @ Weta FX
qLib -- Houdini asset library
http://qlab.github.io/qLib/ [qlab.github.io]
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FX Supervisor | Senior FXTD @ Weta FX
qLib -- Houdini asset library
http://qlab.github.io/qLib/ [qlab.github.io]
https://www.facebook.com/qLibHoudini [www.facebook.com]
- NNois
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- grayOlorin
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In houdini, I have resolved this in three ways:
a - with the COP example mentioned above (it is actually incredibly powerful. I have even emulated ambient occlusion or photoshop like filter adjustment effects in realtime, on any geo, without writing one line of code)
b - Simply using my render region in the viewport, then maximizing it. For the most part, mantra's IPR is so dang fast that it feels pretty realtime. With this, any vex materials you make will be in almost-realtime
c - you can also write GLSL shaders (although I would love it if sidefx would implement GLSL shader creation via nodes… )
a - with the COP example mentioned above (it is actually incredibly powerful. I have even emulated ambient occlusion or photoshop like filter adjustment effects in realtime, on any geo, without writing one line of code)
b - Simply using my render region in the viewport, then maximizing it. For the most part, mantra's IPR is so dang fast that it feels pretty realtime. With this, any vex materials you make will be in almost-realtime
c - you can also write GLSL shaders (although I would love it if sidefx would implement GLSL shader creation via nodes… )
-G
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- NNois
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In my opinion, introducing a temp “display/render flag” on SHOP VOP networks would speed up the workflow enormously.
Some softwares like softimage emulate that by small shaderball views on nodes but the whole shaderball thing is just old style ;-). A “eye icon” to display the node in the render would just be a better workflow !
Some softwares like softimage emulate that by small shaderball views on nodes but the whole shaderball thing is just old style ;-). A “eye icon” to display the node in the render would just be a better workflow !
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- anon_user_37409885
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- Perry Harovas
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Thanks to everyone for the help.
Sorry I was away from the discussion, I got really sick for a few days, then slammed with work. Just delivered today, and the first thing I wanted to do was check back on the Houdini forums.
Anyway, I did mean procedural textures, yes.
While we can't see them in Softimage (except the horrible “High Quality” mode), I find being able to see them very helpful.
However, as we said (by Gray, I think) the IPR is very fast so that does help a lot.
Thanks again to all for the help.
Perry
Sorry I was away from the discussion, I got really sick for a few days, then slammed with work. Just delivered today, and the first thing I wanted to do was check back on the Houdini forums.
Anyway, I did mean procedural textures, yes.
While we can't see them in Softimage (except the horrible “High Quality” mode), I find being able to see them very helpful.
However, as we said (by Gray, I think) the IPR is very fast so that does help a lot.
Thanks again to all for the help.
Perry
- Eliezer Carvalho VFX
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- RodTebisx
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Eliezer Carvalho VFXThat thing is missing in Houdini even today, indeed.
I would like to be able to see a single procedural node textures in the viewport to adjust simple things like size of noise, it is very helpful.
Thanks.
Let's see if it changes in H20 with the upcoming Vulkan viewport. Crossed fingers!
Rod Tebisx | Senior Creature FX TD | London
- Andr
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RodTebisxEliezer Carvalho VFXThat thing is missing in Houdini even today, indeed.
I would like to be able to see a single procedural node textures in the viewport to adjust simple things like size of noise, it is very helpful.
Thanks.
Let's see if it changes in H20 with the upcoming Vulkan viewport. Crossed fingers!
When this new Vulkan viewport was announced?
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