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Glow

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

This material is a constant shader and is not affected by lighting. It is the value of the cosine of the angle between the camera and the surface normal. When the surface normal and the camera line up, the incidence vector is parallel to the surface normal and the returned color is white. As the normal follows the curve of the object’s surface, the normals falls away from the camera. The return value goes to black, when the surface normal is perpendicular to the camera ray/incidence vector. It can be used to make “glowing” spheres to give the appearance of a light bulb; or to soften the edges of dust or cloud objects. Tubes can be used for light sabers or other “laser” beams. Cones can be use as the light cast by street light in the fog.

Parameters

Glow Color

This parameter is used to set glow color.

Tint with Point Color

If this box is checked, the point color, (Cd), if defined, is multiplied with the Glow Color. Defaults to on.

Use Point Alpha

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

Glow Ramp Rate

This is an exponent which effects how quickly the falloff goes to 0. Higher number make the center stronger and the edges more transparent.

Invert

If the “glow” is inverted, white on the edges and black in the center, it can be used to simulate a Fresnel effect by multiplying it with an environment map color.

Enable Emission

When in emissive mode, no alpha is output. This causes the glow to add to the underlying colors rather than replacing them, giving the effect that it is a light source.

Emission

When in emissive mode, scales the glow color that is added to the scene.

See also

Materials gallery

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  • 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.