hello,
maybe this is a simple question, but how do I mix two or more materials (eg concrete with gold 50:50). I'm trying to figure it out 2 hours and nothing.
Previously, I worked in Maya and there it was easy.
thx
Mix two or more materials
16406 17 9- cybermax
- Member
- 255 posts
- Joined: 8月 2009
- Offline
- Allegro
- Member
- 696 posts
- Joined: 3月 2006
- Offline
- cybermax
- Member
- 255 posts
- Joined: 8月 2009
- Offline
Allegro
you have to combine the vops together at the vop level unfortunately. Check out the glass material for an example… it combined the old glass and decal materials.
Yes, but I have to copy parameter interface, all vop node and place node multiply, and it is difficult and therefore want to ask if there is any material such as a blendshape node in sop??
https://vimeo.com/user3251535 [vimeo.com]
https://twitter.com/milansuk [twitter.com]
https://github.com/milansuk [github.com]
https://twitter.com/milansuk [twitter.com]
https://github.com/milansuk [github.com]
- Allegro
- Member
- 696 posts
- Joined: 3月 2006
- Offline
- cybermax
- Member
- 255 posts
- Joined: 8月 2009
- Offline
Allegro
not yet
but it is strange, because I think that mixing (layering) materials is a common task, so I can not understand why this feature is not include Houdini.
https://vimeo.com/user3251535 [vimeo.com]
https://twitter.com/milansuk [twitter.com]
https://github.com/milansuk [github.com]
https://twitter.com/milansuk [twitter.com]
https://github.com/milansuk [github.com]
- symek
- Member
- 1390 posts
- Joined: 7月 2005
- Offline
- nobodyinparticular
- Member
- 73 posts
- Joined: 2月 2006
- Offline
SYmekcybermaxAllegro
not yet
but it is strange, because I think that mixing (layering) materials is a common task, so I can not understand why this feature is not include Houdini.
How any programmable render engines you actually know?
Pixar's Slim shader building toolset for Renderman has the ability to layer multiple appearances (shaders) over each other fairly easily.
just sayin…
- resist or serve -
- wolfwood
- Member
- 4271 posts
- Joined: 7月 2005
- Offline
SYmekcybermaxAllegro
not yet
but it is strange, because I think that mixing (layering) materials is a common task, so I can not understand why this feature is not include Houdini.
How any programmable render engines you actually know?
Plus with the addition of Co-Shaders a while back ago making a shading pipeline where you can blend ‘looks’ is a lot easier.
if(coffees<2,round(float),float)
- mrice
- Member
- 89 posts
- Joined: 4月 2008
- Offline
I have a material that can blend different surfaces. The idea is that its a layer on top of vops which takes care of the adding/naming/promoting/connecting stuff for you.
link [audenmedia.com]
Lemme know if you have any suggestions
link [audenmedia.com]
Lemme know if you have any suggestions
- jimc
- Member
- 295 posts
- Joined: 10月 2008
- Offline
- lisux
- Member
- 581 posts
- Joined: 7月 2005
- Offline
mriceMan this material is really good, probably is the most advanced material I've ever seen for Mantra.
I have a material that can blend different surfaces. The idea is that its a layer on top of vops which takes care of the adding/naming/promoting/connecting stuff for you.
link [audenmedia.com]
Lemme know if you have any suggestions
Really good!
Un saludo
Best Regards
Pablo Giménez
Best Regards
Pablo Giménez
- mrice
- Member
- 89 posts
- Joined: 4月 2008
- Offline
- Simon
- Member
- 2199 posts
- Joined: 7月 2005
- Online
Great work, going to try this out, looks very interesting.
I'd still love to see a simple way to combine 2 or more pre-existing shaders without having to dig around in vops. Been a hobby horse of mine for many years.
Even when you do have the vops available it seems rather annoying to have to then build a whole new shader just to combine them. It would be far more convenient to just wire them into a blend material node and combine them at that level. This is one of those areas in Houdini where a change like that could really help smaller shops and individuals who have less time to write shaders from scratch all the time.
I'd still love to see a simple way to combine 2 or more pre-existing shaders without having to dig around in vops. Been a hobby horse of mine for many years.
Even when you do have the vops available it seems rather annoying to have to then build a whole new shader just to combine them. It would be far more convenient to just wire them into a blend material node and combine them at that level. This is one of those areas in Houdini where a change like that could really help smaller shops and individuals who have less time to write shaders from scratch all the time.
The trick is finding just the right hammer for every screw
- Soothsayer
- Member
- 874 posts
- Joined: 10月 2008
- Offline
mrice
I have a material that can blend different surfaces. The idea is that its a layer on top of vops which takes care of the adding/naming/promoting/connecting stuff for you.
link [audenmedia.com]
Lemme know if you have any suggestions
Hey that's nice work there! The first time I see it.
I have a soft spot for rocks and minerals and there are some effects that ordinary shaders don't handle well or at all (diffraction, polarization, iridescence, double refractions, …). It would be great to have some of those one day.
--
Jobless
Jobless
- buki
- Member
- 1773 posts
- Joined: 12月 2006
- Offline
Please SESI, put this material into next version!
Awesome stuff Michael!
Awesome stuff Michael!
daniel bukovec | senior fx td | weta digital
qLib -- http://qlab.github.io/qLib/ [qlab.github.io]
qLib -- http://qlab.github.io/qLib/ [qlab.github.io]
- Lyonz
- Member
- 114 posts
- Joined: 10月 2009
- Offline
- jrey
- Member
- 7 posts
- Joined: 2月 2011
- Offline
I'm attempting installing this shader in Houdini 11.0.658 under Windows7-64 with no luck. The error msg I get on Houdini startup is
——————————-
hmaster.exe - Entry Point Not Found
——————————-
The procedure entry point ??0PI_EditScriptedParams@@QEAA@PEAVOP_Node@@_N1@Z could not be located in the dynamic link library libPI.dll.
I'm guessing something has changed in this math library since Houdini v10 but I'm not sure what I can do about this. has anyone had luck with this shader in v11?
Best regards,
–Jon
——————————-
hmaster.exe - Entry Point Not Found
——————————-
The procedure entry point ??0PI_EditScriptedParams@@QEAA@PEAVOP_Node@@_N1@Z could not be located in the dynamic link library libPI.dll.
I'm guessing something has changed in this math library since Houdini v10 but I'm not sure what I can do about this. has anyone had luck with this shader in v11?
Best regards,
–Jon
- francoisd
- Member
- 137 posts
- Joined:
- Offline
-
- Quick Links