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.

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