Shading
Materials
A
material is a collection of shaders. Each shader has various parameters which control its behavior during the rendering process. A material is a collection of one or more SHOPs. For example, a material can contain a surface shader and a displacement shader.
Materials may be assigned at the object level (using the shop_materialpath parameter). Materials may also be assigned at the SOP level using a material SOP. The material SOP allows a material to be applied to a group of primitives. Materials may also be applied as a point attribute. This is used to assign a material to each instance when performing
point instancing.
Materials may exist inside other materials. For example, to create a bumpy glass material, you can create a material which has a Glass material (defining the surface shader) and a Bump material (defining the bump) and wire the appropriate outputs from the sub-materials into the outputs of the new material.
SHOP types
There are several different types of SHOPs that are used in different areas of Houdini.
| Surface shader | Calculates the colored appearance of a surface. |
| Displacement shader | Calculates displacement of a surface. |
| Volume shader | Calculates atmospheric effects through the entire scene, like fog. |
| Geometry shader | Generates procedural geometry at rendering time. |
| Properties shader | Specifies rendering properties. |
Note | VOPs live inside SHOPs. |
