Dear all,
We are using a Houdini Classic shader for transparent objects
It seems the Houdini physically based rendering engine does not support Transmittance color for transparent objects, is this correct or are we doing something wrong, is there a work around?
Thank you
Regards,
Cyrill
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Technical Discussion » Questions regarding Refraction
- cyrillo
- 4 posts
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Houdini Indie and Apprentice » Emission Illuminates Objects not working
- cyrillo
- 4 posts
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Hi all,
Scene: A sphere with a Classic Shader assigned with ‘Emission’ and ‘Emission illuminates objects’ enabled and a noise piped into the emission color from outside the Material Builder. The sphere itself glows but it doesn't illuminate the objects surrounding it.
If we generate the noise inside the Material Builder (see attached file Material ‘glowingSphereWorking’)
it works fine, but we need the version ‘glowingSphereNotWorking’ to, well, work where we crate the noise outside the Material Builder and then pipe it into the Builder.
I assume this has to do with Houdini creating wrappers around Materials but don't know how to fix it.
Thank you for your help
Regards,
Cyrill
Scene: A sphere with a Classic Shader assigned with ‘Emission’ and ‘Emission illuminates objects’ enabled and a noise piped into the emission color from outside the Material Builder. The sphere itself glows but it doesn't illuminate the objects surrounding it.
If we generate the noise inside the Material Builder (see attached file Material ‘glowingSphereWorking’)
it works fine, but we need the version ‘glowingSphereNotWorking’ to, well, work where we crate the noise outside the Material Builder and then pipe it into the Builder.
I assume this has to do with Houdini creating wrappers around Materials but don't know how to fix it.
Thank you for your help
Regards,
Cyrill
Houdini Indie and Apprentice » Shader building, questions regarding importing attributes
- cyrillo
- 4 posts
- Offline
Houdini Indie and Apprentice » Shader building, questions regarding importing attributes
- cyrillo
- 4 posts
- Offline
Hi all,
The attached file contains a simplified shader to show our problem.
In this file we create a simple grid and add a primitive attribute to store a vector. (named colorTest with a value of 1,0,0)
We then want to import this attribute into our shader network, multiply it with some noise
and then pipe the result into the color channel of a Classis Shader.
For some reason this only works if we import the colorTest attribute outside of the Material Builder and
then pipe it into the Material Builder (versionWorking)
To keep things clean however we would like to import the colorTest attribute inside of the Material Builder
and use it from there (versionNotWorking)
We want to keep the noise_creation as a separate node (will later be turned into an HDA) because
there will be different versions of this noise and this way we can easily swap them.
Any ideas what we might be doing wrong?
Thanks in advance
Cyrill
The attached file contains a simplified shader to show our problem.
In this file we create a simple grid and add a primitive attribute to store a vector. (named colorTest with a value of 1,0,0)
We then want to import this attribute into our shader network, multiply it with some noise
and then pipe the result into the color channel of a Classis Shader.
For some reason this only works if we import the colorTest attribute outside of the Material Builder and
then pipe it into the Material Builder (versionWorking)
To keep things clean however we would like to import the colorTest attribute inside of the Material Builder
and use it from there (versionNotWorking)
We want to keep the noise_creation as a separate node (will later be turned into an HDA) because
there will be different versions of this noise and this way we can easily swap them.
Any ideas what we might be doing wrong?
Thanks in advance
Cyrill
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