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Simple Ramp

Simple but effective ramp surface shader which may be used as either an x-ray or toon material.

Because this material can evaluate Normal Fall-Off, Direction from Surface to Light, and Light Intensity it makes a suitable material for both x-ray type materials and toon type materials.

Note

By default there is no Diffuse or Specular contribution though there are options to toggle either of these on.

Parameters

Color

Contribute Diffuse Lighting

A Lambertian style shading may be contributed to the material by toggling this option. By default this option is turned off.

Lambert Intensity

A ramp parameter which defaults to 1. A value of 0 would indicate no Lambertian intensity (no shading) while a value of 1 would indicate that shading will contribute to the overall look of the final render. This parameter has no effect when the Contribute Diffuse Lighting parameter is inactive. Since this is a ramp parameter, it will look at the information provided from the below Evaluate parameter.

Evaluate

This parameter describes to the above ramp what information it should use to us as a look-up value.

  • Normal Fall-Off relates to the direction from the eye to the surface.

  • U relates to the U direction of the surface UVs.

  • V relates to the V direction of the surface UVs.

Base Color

A ramp parameter which defaults to values similar to that of an x-ray image. Since this is a ramp parameter, it will look at the information provided from the below Evaluate parameter.

Evaluate

This parameter describes to the above ramp what information it should use to us as a look-up value.

  • Normal Fall-Off relates to the direction from the eye to the surface.

  • Direction from surface to light relates to the angle that lights hit the surface.

  • Luminocity relates to the intensity of the light.

  • U relates to the U direction of the surface UVs.

  • V relates to the V direction of the surface UVs.

Normalize Brightness

This parameter works in conjunction with the Evaluate option to look at the Luminocity. It is designed to work so that the overall lighting is normalized to values between 0 and 1. By default this option is turned off.

Tint with Cd Attribute

Tints the output color with the surface’s Cd attributes if they exist. By default this option is on.

Opacity

A ramp parameter which defaults to values so that when looking directly at a surface it is transparent but glancing angles are opaque. Since this is a ramp parameter, it will look at the information provided from the below Evaluate parameter.

Evaluate

This parameter describes to the above ramp what information it should use to us as a look-up value.

  • Normal Fall-Off relates to the direction from the eye to the surface.

  • U relates to the U direction of the surface UVs.

  • V relates to the V direction of the surface UVs.

Enable Opacity

Defaults to on. When enabled, this parameter factors the Opacity ramp into the shader’s Of. When disabled, the Opacity ramp will have no effect on the shader.

Tint with Alpha Attribute

Tints the output opacity with the surface’s Alpha attribute if it exists. By default this option is turned off.

Specular

Contribute Specular Lighting

Simple Specular highlights may be contributed to the material by toggling this option. By default this option is turned off.

Specular Intensity

A ramp parameter which defaults to 1. A value of 0 would indicate no specular intensity (no shading) while a value of 1 would indicate that shading will contribute to the overall look of the final render. This parameter has no effect when the Contribute Specular Lighting parameter is inactive. Since this is a ramp parameter, it will look at the information provided from the below Evaluate parameter.

Evaluate

This parameter describes to the above ramp what information it should use to us as a look-up value.

  • Normal Fall-Off relates to the direction from the eye to the surface.

  • U relates to the U direction of the surface UVs.

  • V relates to the V direction of the surface UVs.

Specular Color

A ramp parameter which defaults to white. Since this is a ramp parameter, it will look at the information provided from the below Evaluate parameter.

Evaluate

This parameter describes to the above ramp what information it should use to us as a look-up value.

  • Normal Fall-Off relates to the direction from the eye to the surface.

  • U relates to the U direction of the surface UVs.

  • V relates to the V direction of the surface UVs.

Specular Type

Specular Type

A selector for the specular function. Glossy is typically used for reflective materials to get the sharp highlight common to highly polished surfaces.

U Roughness

This value controls the specular highlight, but only in the U direction when Anisotropic is selected.

V Roughness

When Anisotropic is selected, this value controls the specular highlight in only the V direction. It is ignored with any other specular function.

Sharpness

When Glossy specular is selected, this controls the sharpness of the edge of the specular highlight.

Specular Map

Use Specular Map

When checked, the specular color is multiplied by the texture in Specular Map. By default this option is turned off.

Specular Map

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

Spec 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.

Spec Map Filter

Type of anti-aliasing filter used.

Spec Map Width

This is the width in pixels used by the filter in both u and v directions.

Spec Map Border

The color used when Decal wrapping is selected.

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

    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.

  • Simple Ramp

    Simple but effective ramp surface shader which may be used as either an x-ray or toon material.

  • 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.