Houdini 17.0 Nodes VOP nodes

Lambert VOP node

Generates a color using the Lambert diffuse lighting model calculation.

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This VOP uses the Lambert lighting model calculation to generate the diffuse color contribution for a material. Typically its color is the main surface color of the material. This lighting model is often used as base for materials where specular is added.

Inputs

nN

The normal vector is used in the Lambert diffuse calculation.

nI

The incidence direction ray used in the face forward calculation.

Kd

The diffuse intensity.

diff

The diffuse color. This color is most often the main surface color of the material.

facefwd

This toggle will change the normal to face forward towards the camera.

Outputs

color

The Lambert diffuse color contribution:

Kd * diff * diffuse(nN)

illum

Just Lambert diffuse lighting without the multiplication by the diffuse

bsdf

The PBR diffuse calculation.

Examples

The following examples include this node.

StickyDonut Example for Sticky object node

In this example, a donut is stuck to an animated sticky object on the surface of a grid.

MotionVector Example for Mantra render node

The example demonstrates how to generate a motion vector layer for post-velocity compositing. Load the example and render 5 frames. Then in the image viewer, switch from 'C' (colour) to 'motion_vector' to see the results.

RampReference

This example demonstrates the use of ramps and referenced ramps which are animated over time.

Down Hill Lava Flow Example for Material shader node

In this file we create a downhill lava flow with crust gathering and hardening at the base of the slope. All of the animation is achieved through the shader itself, and all of the geometry is completely static.

Note

Most of the parameters for the lava material are overridden by point attributes created in the surface nodes.

FirePit Example for Material shader node

Note

No geometry is animated in this file. All animation is achieved by animating the textures

Flames are grids so that UV textures can easily be applied, they are then warped around a metaball using a magnet SOP. The flames are then assigned to either a yellow or blue Flames texture. The Flames' opacity mask wrap is set to Decal to prevent the texture from repeating and showing a single pixel ring at the top of the flame geometry. I'm also using a mask file named flameOpacMap.jpg to enhance the flames' shape at the top. The noise offset has been animated over $T with an greater emphasis on the Y axis so that the flames look like they are rising. This is the same reason the Noise jitter is larger for the Y axis as well.

The coals are spheres that have been copy stamped onto a deformed grid. Using Attribute Create surface nodes I am able to override and copy stamp the lava texture’s parameters at the SOP level so that local variables, such as $BBY, can be used to animate the texture. This way the texture’s crust and its crust values can be used only to form the tops of the coals. This reserves the lava aspect of the texture to be used on the bottoms of the coals. The lava intensity (Kd attribute) is then stamped and animated to create the look of embers on the bottom of coals glowing.

FurBallWorkflow Example for Fur geometry node

This example demonstrates how the Fur SOP and Mantra Fur Procedural can be applied to an animated skin geometry. CVEX shaders are used to apply a custom look to the hairs based upon attributes assigned to the geometry.

FurTextureMap Example for Fur geometry node

This example demonstrates how to use a texturemap to color fur.

See also

VOP nodes