How to apply a Prman shader to light in H9?
In H8, the light had the shader field to apply shaders, but I found out the shder field has removed in H9.
Or I need to forget H8 to learn H9 again.
This made me unconfortable.
(In fact, I really don't like H9, but…… )
Thanks for your reading and help.
How to apply a Prman shader to light in H9
9376 8 1- sisqosnew
- Member
- 57 posts
- Joined: 2月 2006
- Offline
- Pagefan
- Member
- 519 posts
- Joined:
- Offline
- mark
- スタッフ
- 2641 posts
- Joined: 7月 2005
- Offline
Pagefan
Houdini 9 has two sorts of lights now, one general called the template light and the “old” houdini lights. If you want to add shaders to your lights use the template light (TAB -> lihgt template). Go over to the Render tab for your shaders.
If it's a fancy shader that you use all the time (uberlight?), you might consider wrapping it up in a new light object (HDA/OTL). That way, all the parameters would be available at the object level rather than having to always assign the shader and set the light up.
If you really wanted to take it to another level, you could also look at the light wrangling features of SOHO. This allows you to massage parameters on your light object. This allows you to target a common light interface to multiple renderer back-ends.
Using the wrangler (like the hlight object) means that you also don't need a SHOP in the light object (so it's a little cleaner).
Of course, using the light template also works. Depends on how slick you want the interface…
- sisqosnew
- Member
- 57 posts
- Joined: 2月 2006
- Offline
- tstex
- Member
- 454 posts
- Joined: 7月 2005
- Offline
- Cylibral
- Member
- 135 posts
- Joined: 7月 2005
- Offline
- mark
- スタッフ
- 2641 posts
- Joined: 7月 2005
- Offline
sisqosnew
Why does the light not work?
I could render the scene, but the light(template) didn't take the shader to the result.
The image is always bright and no lighting effects.
And Thanks for your replies.
I discovered a bug with some RIB SHOPs (plastic, constant, glass, metal and some others) which caused the incorrect shader string to be generated.
This will be fixed in builds later than 9.0.732
The fix is to pass False in $HH/python/python/shopclerks/ribclerk.py when calling shop.shaderName() – line 75. Without the False, the shader name generated would have contained opdef:.
The new line 75 should look like
shader = ‘“%s”’ % shop.shaderName(False)
However, if you use rmarble, assigning shaders to lights seems to work for me (see attached)
- mark
- スタッフ
- 2641 posts
- Joined: 7月 2005
- Offline
Cylibral
Sorry to but in but i hear about this new feature Soho but what is that really for my ignorance in this topic it sounds interesting….
George
The current information is a bit sparse, but you might look here to get a start
http://odforce.net/wiki/index.php/SOHO [odforce.net]
- yudi
- Member
- 2 posts
- Joined: 3月 2008
- Offline
Pagefan
Houdini 9 has two sorts of lights now, one general called the template light and the “old” houdini lights. If you want to add shaders to your lights use the template light (TAB -> lihgt template). Go over to the Render tab for your shaders.
For Houdini 9.1.x, I am trying to use a home-made Renderman light shader in a scene.
I did the steps in Houdini Lighting:Light Shader 1, 2, 3. But, I could not see MY shader interface UP, except the ones from the Light Template. My shader.otl has different sets of input parameters from the template. How should I bring MY shader UI up?
Thanks in Advance,
:roll:
-
- Quick Links