GLSL materials

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Since H10 I'm working on a GLSL material preview system for my personal project. Basically this allows to quickly setup and preview materials in Houdini, then export and do the final tweaks using real-time rendering system. This essentially means implementing all the material rendering techniques available in the real-time system as well as bypassing Houdini lighting and doing your own.
The system is rather big and is still in development, but I've a number of small self-contained tests produced while working on it. I'm posting some of these scenes here in case anyone may be interested.

H11_mtl_test - this essentially demonstrates the whole setup albeit in a very simplified form. You can see material parameters GUI here, the shader implements simple bump-mapping and specularity techniques without any lighting. Note that I'm not using h/w cubemaps in the shader, instead it does software lookup from a strip-formated 2D image. Yes, I know about isixpack, but I want to be able to read cubemaps from COPs and it's the only way I have found so far. The environment map here is one of the standard textures that come with Houdini - the cubemap faces are extracted in COPs, then downscaled and reassembled as a strip. The base texture in this scene is standard Houdini UV chart, specular mask and normal map are both generated in COPs;
H11_mtl_test_wall2 - it's basically the scene as above, but using a texture set from cgtextures.com;
H11_plx_test - basic parallax mapping test (not parallax occlusion) using sample textures from DX SDK, this one also shows how to do custom head-light;

I have a number of other potentially interesting scenes, but they require some clean-up - these scenes include more material rendering techniques, custom lighting (including image-based from light-probes), custom fog (including light-scattering fog) and more. So if anybody is interested to talk about these things please post here or contact me directly (see GLSL code for my e-mail).

These scenes are for H11 but this also works in H10 with minor modifications.

Note: if after opening one of these scenes viewport stays blank, try the following - enable “High quality lighting” in the Display options, Render/Update textures from the main menu, optionally turn HQ lighting off (may be faster on some cards).

Attachments:
GLSL_mtl_1.jpg (172.7 KB)
GLSL_mtl_2.jpg (172.9 KB)
GLSL_mtl.zip (1.7 MB)

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Cool stuff! I did some tests with TouchDesigner to learn hardware shaders development, nice to see some more involved samples in Houdini, hadn't tried that yet.
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can not show the effect ,always got gray...
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This is a very old thread, initially targeting Houdini 11. H11 used a much earlier version of both GL and GLSL. Current Houdini versions require core GL 3.3 and at least GLSL 330, which is why these shaders no longer work.
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