Houdini 17.0 Galleries Materials gallery

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.

This material is a constant shader and is not affected by lighting. It is used to show the value of the surface tangent’s x y z directions in a red, green, blue color.

The chosen tangent is first normalized, to make sure all the values are between -1 and 1. Then the absolute value is used to move the values into the 0 to 1 range for colors.

The x direction of the chosen surface tangent is in the red channel. The y direction of the chosen surface tangent is in the green channel. The z direction of the chosen surface tangent is in the blue channel.

Parameters

Choose dPds or dPdt

This selects which surface tangent to use, dPds or dPdt.

See also

Materials gallery

  • UV Map

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

  • Basic Flame

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

  • Basic Liquid

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  • 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.