constant shading in PBR

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hello all.
I'm working on a VOP shader that is supposed to output a constant color value on the object.
this needs to be rendered with PBR and this is where my problem starts.

all the shader is ok in raytrace or micropolygon but renders black in PBR.
so I guess I need to connect my resulting color to the BSDF slot(yellow) to be used with PBR.

I tried to pass through a Lighting Model node and connect my Color to diffuse … works for all shading models but not for the constant one.
doc says “Constant simply assigns the diffuse (diff) value to the color”
no luck.

then I tried to go through a Surface Model node , connect my color to emission.and this is working.

the thing that I don't understand is why does the Constant material from the General Material Palette of houdini renders correctly in PBR (with no BSDF output) and not mine ?

I guess I'm missing something.
thanks in advance
luc

btw : I'm rendering curves with 12.1 on Ubuntu
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I think that within the physically correct rendering framework you need to think of constant shading as emission. Export your constant color as Ce
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yeah, for constant shader in pbr just connect the bsdf from a surface model to the bsdf of the output and use emissino like eetu said. you can uncheck emission lights other objects if you want to stop it from ‘emitting’
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