Greg Hughes
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Recent Forum Posts
How to use AO map with Principled Shader? April 28, 2024, 7:50 p.m.
I have a reason for using the AO map. It is often used in game engines. In Maya, for example, you can directly feed it in to the material.
How to use AO map with Principled Shader? April 28, 2024, 2:19 a.m.
How do I use an Ambient Occlusion map with the Principled Shader? There are fields to use PBR maps for Base Color, Normal map, etc, but I don't see one for AO. Or is there a way to multiply the AO map with he Base Color map? If so, how?
I have tried using a Layer Mix node but this blends the maps making the Base Color map less saturated, so it is not the way.
I have tried using a Layer Mix node but this blends the maps making the Base Color map less saturated, so it is not the way.
Using texture maps with ACES? April 20, 2024, 8:09 p.m.
I am using a Principled Shader. In the Textures tab for Source Color Space there are only two options: Automatic and Linear. The Automatic option does not correct the image (it appears over-saturated an dark), while the Linear option is closer (not as saturated) but it is too light.
How would I use the ocio colorspace transform node?
Edit: I think I found a way to do this with the OCIO Transform node inside a VOP COP2 Filter:
https://paperkrane.io/articles/converting-image-textures-hdris-to-aces-in-houdini/ [paperkrane.io]
I found that I also had to uncheck Linearize Non-Linear Images in the File node since I used an SRGB texture map. The To Space: ACES - ACEScg gave closest result.
However the result is still darker and more saturated, so I added a Color Correction node to the Material and increased Gamma to lighten it.
How would I use the ocio colorspace transform node?
Edit: I think I found a way to do this with the OCIO Transform node inside a VOP COP2 Filter:
https://paperkrane.io/articles/converting-image-textures-hdris-to-aces-in-houdini/ [paperkrane.io]
I found that I also had to uncheck Linearize Non-Linear Images in the File node since I used an SRGB texture map. The To Space: ACES - ACEScg gave closest result.
However the result is still darker and more saturated, so I added a Color Correction node to the Material and increased Gamma to lighten it.