Houdini 16.5 Nodes VOP nodes

Shiny Metal VOP node

Simulates a shiny metallic material with strong reflective properties.

This operator simulates a shiny metallic material with strong reflective properties.

The default parameters of this operator yield a gold material. Other parameter configurations you might find useful are listed below:

Material                   color      diffamp specamp reflamp urough
        Polished Gold          0.97,0.88,0.30   .2      3.0     .8    
.20    .20
        Polished Silver        0.75,0.75,0.75   .2      2.5     .8    
.17    .17
        Chrome                 0.95,0.95,0.95   .3      3.25    .95   
.12    .12
        Rolled Brass           0.92,0.57,0.05   .1      3.3     .7    
.05    .16
        Rolled Aluminum        0.90,0.88,0.85   .1      2.1     .7    
.04    .09
        Brushed Aluminum       0.90,0.88,0.85   .15     1.9     .55   
.088   .13
        Anodized Red Aluminum  0.90,0.35,0.35   .15     1.9     .55   
.088   .13
        Anodized Blue Aluminum 0.30,0.55,0.70   .15     1.9     .55   
.088   .13

The simulated metal will reflect both its environment and the optional reflection map. Leave the reflection map field empty to avoid map reflections. For a simpler metal model, see Chrome Environment.

This operator uses Anisotropic Specular as the lighting model, which is ill suited for non-subdivided polygonal geometry. See the Lighting Model operator for more details.

If the Position (P) input and the Normal (N) input are not connected, the global variables by the same names will be used instead. Typically you will use Rest Position or UV Space Change as inputs for P, and will not touch N unless you want to apply additional displacement to the metal surface using an operator such as Bump Noise. If you need to access the global variables directly, they are available from the Global Variables operator.

See also

VOP nodes