Adding “vec3 coat_color, float sheen_intensity, float sheen_rough, vec3 sheen_color”
into HOUassignOutputs after “coat_rough” can fix the issue.
Found 6 posts.
Search results Show results as topic list.
Technical Discussion » Labs Flowmap Visualize Viewport Shader Doesn't Work
- hf
- 6 posts
- Offline
Technical Discussion » Flowmap does not work for me beyond Houdini 19
- hf
- 6 posts
- Offline
Adding “vec3 coat_color, float sheen_intensity, float sheen_rough, vec3 sheen_color”
into HOUassignOutputs after “coat_rough” can fix the issue.
into HOUassignOutputs after “coat_rough” can fix the issue.
Technical Discussion » GLSL density raymarching example
- hf
- 6 posts
- Offline
Technical Discussion » GLSL density raymarching example
- hf
- 6 posts
- Offline
Technical Discussion » GLSL density raymarching example
- hf
- 6 posts
- Offline
Hey everyone,
I have set up a GLSL shader that creates a basic volume effect, though it's not perfect.
Blinds like effect can be found on each side.
But the same code works perfect in other environment like UE4.
I have set up a GLSL shader that creates a basic volume effect, though it's not perfect.
Blinds like effect can be found on each side.
But the same code works perfect in other environment like UE4.
Edited by hf - July 18, 2019 02:34:04
Technical Discussion » glsl matrix issue
- hf
- 6 posts
- Offline
I have a box in the viewport. I want to output its local position on screen.
Follow the description in HDK_ViewportGL3_Intro: “glH_InvObjectMatrix (mat4) - inverse transform matrix for the current object (world->local)”.
I multiply glH_InvObjectMatrix to vert's position.
Obviously, the result is not right.
I'd like to know why it is not working, what is the right way to get the desired result?
vert
frag
Follow the description in HDK_ViewportGL3_Intro: “glH_InvObjectMatrix (mat4) - inverse transform matrix for the current object (world->local)”.
I multiply glH_InvObjectMatrix to vert's position.
Obviously, the result is not right.
I'd like to know why it is not working, what is the right way to get the desired result?
vert
in vec3 P; uniform mat4 glH_ObjectMatrix; uniform mat4 glH_ViewMatrix; uniform mat4 glH_ProjectMatrix; uniform mat4 glH_InvObjectMatrix; out parms { vec4 pos; } vsOut; void main() { vec4 pos; pos = vec4(P, 1.0); vsOut.pos = glH_InvObjectMatrix * pos; gl_Position = glH_ProjectMatrix * glH_ViewMatrix * glH_ObjectMatrix * pos; }
frag
in wparms { vec4 pos; } fsIn; uniform mat4 glH_InvObjectMatrix; out vec4 color; void main() { color = vec4(fsIn.pos.xyz, 1.0); }
-
- Quick Links