Houdini 20.0 Galleries Materials gallery

Clay

This is basic diffuse material without specular.

This is a basic matte material with no specular, though it is simple to add. There are options for color map to be used as the surface color. It a good material for any soft powdery, non-reflective surface, such as clay, chalk, dirt, blackboards, matte paint, etc.

Parameters

Surface

Ambient Intensity

A multiplier for the ambient contribution

to the material. The ambient lighting model looks only at the ambient lights in the scene. If there are no ambient lights, this slider will have no affect.

Diffuse Intensity

A multiplier for the diffuse contribution to the material. This material uses the Oren-Nayer diffuse calculation. This is a more sophisticated diffuse calculation than Lambert’s.

Diffuse Roughness

This is an exponent for Oren-Nayer diffuse. It controls the size or spread of the diffuse contribution.

Use Base Color

If this box is not checked, the Base Color is ignored. Defaults to on. If Use Base Color, Use Point Color and Use Color Map are all off, the surface color will be white.

Base Color

This is the main surface color for the material. Defaults to white.

Use Point Color

If this box is checked and the point color, (Cd), is defined, then Cd is multiplied with the Base Color. Defaults to on. If Use Base Color, Use Point Color and Use Color Map are all off, the surface color will be white.

Opacity

The opacity color for this material.

Use Point Alpha

If set, the Alpha attributes will be multiplied into the final Opacity. If no Alpha Attribute exists, Opacity is unaffected.

Color Map

Use Color Map

If this box is checked the Base Color is multiplied by the specified texture map. Defaults to off. If Use Base Color, Use Point Color and Use Color Map are all off, the surface color will be white.

Base Color Map

This the name of the texture file. The icon to the right opens a file browser.

Color Map Wrap

Determines what the texture looks like when the texture coordinates are larger or less than 0 to 1. The options are:

  • Repeat means the texture will repeat (tile).

  • Streak means the texture color at the edges is clamped and streaks outside the map.

  • Decal sets the color outside the texture map to the Border Color. See texture for more information.

Color Map Filter Type

Type of anti-aliasing filter used. See texture for more information.

Color Map Filter Width

Filter Width is the number of pixels, in both u and v directions, to use in filtering.

Color Map Border Color

The color used outside the map if Decal Wrap is selected.

See also

Materials gallery

  • UV Map

    This is basic diffuse material, no specular, with a map of colored and numbered squares.

  • Background Plate

    Implements an example shader for background matte object in Karma.

  • Basic Flame

    A constant material where the density value of the volume drives the color ramp.

  • Basic Liquid

    A reflective refractive material for liquids using ray tracing.

  • Basic Smoke

    A diffuse material designed specifically for volume objects.

  • Billowy Smoke

    A billowy diffuse material designed specifically for volume objects.

  • Checkerboard

    This is a basic material with checked color map.

  • Clay

    This is basic diffuse material without specular.

  • Constant

    This is a constant material with optional maps for color and opacity.

  • Constant Smoke

    A diffuse unlit material designed specifically for volume objects.

  • Decal

    This material applies a texture an object.

  • Dust Puff

    A material suitable for using particles to render smoke or fog.

  • Fluid Fire

    A constant material where the density value of the volume drives the color ramp.

  • Glow

    This is a constant material, which represents the angle between the camera and the surface normal.

  • Liquid Smoke

    A diffuse material designed specifically for interior of volume liquids.

  • Ocean Surface

    This material gives the appearance of an ocean surface.

  • Shadow Matte

    Implements a shadowmatte shader that occludes geometry behind the surface being rendered.

  • Show Normal

    This is a constant material showing the value of the surface normal’s x y z directions in a red, green, blue color.

  • Show Shading Point

    This is a constant material showing the value of the shading point’s x y z values in a red, green, blue color.

  • Show Tangent

    This is a constant material showing the value of the surface tangent’s x y z directions in a red, green, blue color.

  • Show UV

    This is a constant material used to verify an objects texture coordinates.

  • Sprite Fog

    A material suitable for using particles to render smoke or fog.

  • Uniform Volume

    Renders a closed surface as a volume consisting of a uniform fog.

  • Wispy Smoke

    A wispy diffuse material designed specifically for volume objects.