Building advanced materials for the realtime viewport?

   1022   1   0
User Avatar
Member
11 posts
Joined: Sept. 2015
Offline
Hi everyone.
I'm currently experimenting with different terrain pipelines for a game engine.
Currently I'm trying to build a prototype shader that I can iterate on inside a Houdini MAT-net and eventually re-create in my game engine.

My problem is that the Principled shader I'm using is not displaying any connected nodes in the realtime viewport, just in the renders, which doesn't really leave me with a lot of options to build a real-time shader.

Is it at all possible to use the mat-net to build complex materials for the realtime viewport? I would have expected a Blender-like material creation for the realtime viewport, or did I just make a mistake in setting it up?

Thanks in advance
Edited by TiRi2501 - Jan. 6, 2020 16:46:24

Attachments:
ShaderTroubles.jpg (181.9 KB)

User Avatar
Member
7798 posts
Joined: Sept. 2011
Online
It's not possible to build a realtime material using the nodegraph. The viewport material is a glsl shader that hooks into tagged parameters on shaders such as the principled. It is possible to replace the viewport material with a custome glsl shader, but there is no nodegraph in Houdini for working with glsl.
  • Quick Links