How do you use a preset shader I.E Gold with the Vex Layered surface?
As i want to use the Gold shader but put an alpha texture over the top?
Is it possible to do this?
I understand how to build up texture layers in this shader but not how to apply a different shader as the base.
Any help appreciated
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Technical Discussion » Shaders
- Lyonz
- 114 posts
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Work in Progress » Creating a Simple Screw
- Lyonz
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Work in Progress » Creating a Simple Screw
- Lyonz
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Even when it is a simple tube at fuse 1 near the top i get errors like the edges are facing the wrong way ?
When i try to polyextrude a simple line i get problems.
When i try to polyextrude a simple line i get problems.
Houdini Indie and Apprentice » Noob Questions
- Lyonz
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probbins
Regarding the alpha texture, use a Vex Layered Surface instead of the Supermaterial.
The layered surface allows for “compositing” textures. So you can have the gold as the Base then the #2 layer is perhaps Multiplied.
How do you wire the gold shader to the Vex Layered surface? As i understand how to build up texture layers in this shader but not how to apply a different shader as the base.
How do you apply multiple shaders to one model ?
Any help appreciated
Work in Progress » Creating a Simple Screw
- Lyonz
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This is my first go at making a screw, i have tried a few ways but seem to get errors when rendering does anyone know what is causing the problem ?
Thanks
Thanks
Houdini Indie and Apprentice » Noob Questions
- Lyonz
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probbins
Not sure yet about the rendering problem but your approach is terribly complicated. Take a look at this procedural approach to constructing the thread. It renders fine.
Thanks for replying, it was my first go at trying to create a screw. Using the creep tool seems a more efficient way of doing this but im still get the same error if i extrude the line instead of using another curve node and skin.
Does this normally make errors extruding a line?
Also im wondering is it possible to put an alpha texture ontop of the gold shader ? And how can this be done ?
Houdini Indie and Apprentice » Noob Questions
- Lyonz
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The screw looks fine but when rendered it blows out???? anyone
Edited by - May 13, 2010 22:24:12
Houdini Indie and Apprentice » Noob Questions
- Lyonz
- 114 posts
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Atm i am currently texturing my models but have run into a couple of problem.
Im wondering if its possible to apply an alpha texture over the top of the preset gold shader that ive applied to a model ? And how could this be done?
I have tried using a vex super material and applying the texture in the diffmap slot, which shows the alpha texture but want the gold underneath this ??
Im wondering if its possible to apply an alpha texture over the top of the preset gold shader that ive applied to a model ? And how could this be done?
I have tried using a vex super material and applying the texture in the diffmap slot, which shows the alpha texture but want the gold underneath this ??
Houdini Indie and Apprentice » Noob Questions
- Lyonz
- 114 posts
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cheers i have decided to leave the area that i was going to flatten for now but atleast i know for future reference.
Houdini Indie and Apprentice » Noob Questions
- Lyonz
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ragupasta
Hemisphere can be done by selecting the points and scaling them in the ty direction. Alternativley delete those primatives, select an edge and apply a polycap sop.
HDRI is used for real world lighting, yeah. Gives nice subtle shadows and nice reflections. However using a standard lighting rig with HDRI is better. HDRI id good but its not a magic “use me for uber realism.”
The reason i was wanting to level points was to flatten part of a model. I have tried selecting them and using a smooth which works but they seem to scale outwards aswell and i dont want that.
What tutorials or books would you reccommend for professional lighting to get a realistic look?
Houdini Indie and Apprentice » Noob Questions
- Lyonz
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I am also wondering what are the benefits, of using HDRI Photos on 3d geometry? I can understand that if you use the photos to light a scene, your objects will be lit with real world lighting. As at the moment I am trying to create a realistic scene with only a guitar in it, using a 3point light setup.
Thanks
Thanks
Houdini Indie and Apprentice » Noob Questions
- Lyonz
- 114 posts
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tamte
collapse nodes how? do you mean deleting history?
you can check lock flag on any SOP node and delete all nodes above, but there is no need to delete them because they will not be evaluated anymore so simply select them and collapse into subnet (Shift+C) just in case you'll need them later
(there is also Geometry/Delete History option under Right-Click menu in viewport while in geometry editing mode, if you really need to delete it)
you can also export the geometry and bring it back with File SOP, that way keeping your scene file size small (but dependent on external files)
there is a shelf tool in Modify tab called Combine to merge geometry of several objects into one
for selecting geometry by elements right-click on Geometry Selevt Mode and check Select Connected Geometry or use shortcut 0
Thanks im doing this as i have created a model in parts.
Also is there a way to level a group of primitives, so that they are the same height. I.E Using a sphere selecting the bottom half of points and making them all the same level to turn it into a hemisphere?
Houdini Indie and Apprentice » Noob Questions
- Lyonz
- 114 posts
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Im wondering how do you collapse all the nodes that have created an object ?
How do you collapse a few objects to leave only one geometry node ?
And once you have done this how do you select by element ? Meaning to easily select a lose part ?
Thanks
How do you collapse a few objects to leave only one geometry node ?
And once you have done this how do you select by element ? Meaning to easily select a lose part ?
Thanks
Technical Discussion » Tessellation Quad Topology
- Lyonz
- 114 posts
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SYmekLyonzYou can use crease attribute to control smoothness of subdivided surface. Turn on “Override Crease Weight Attribute” parameter and set it high. It will add quads leaving your shape as is.
It basically spilts the model without changing the geometry in 3ds max. But using the subdivide in houdini smooths the object at the same time as turning it into quads.
Cheers this method is what i was after it is similar to Tessellation in 3ds max.
Technical Discussion » Tessellation Quad Topology
- Lyonz
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markLyonzIf you run it through a subdivide SOP with one level of subdivision, all the polygons will be quads (even triangles will be turned into quads). But I don't know what the 3ds max operation does.
Hi all wondering if there is a tool in houdini to split the whole model into quads ? Like the Tessellation Modifer in 3ds max?
It basically spilts the model without changing the geometry in 3ds max. But using the subdivide in houdini smooths the object at the same time as turning it into quads.
Technical Discussion » Flip Normals
- Lyonz
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Technical Discussion » Flip Normals
- Lyonz
- 114 posts
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Hi i am wondering if anyone can tell me how to flip a single primitive, so that its normal is facing the other way ? As i have created a model and all the normals are facing in the oposit direction.
Thanks
Thanks
Technical Discussion » Tessellation Quad Topology
- Lyonz
- 114 posts
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SYmekLyonz
Hi all wondering if there is a tool in houdini to split the whole model into quads ? Like the Tessellation Modifer in 3ds max?
If you want to add quads prims to ngons object, you can use DivideSOP with Breaker Split option turned on. If you want to add polygons to smooth the object, use SubdivideSOP.
This method works using the Divide SOP with the Bricker Polygon option turned on but if the model is more complex, the Bricker Polygon option doesn't work in straight lines.
Technical Discussion » Tessellation Quad Topology
- Lyonz
- 114 posts
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Hi all wondering if there is a tool in houdini to split the whole model into quads ? Like the Tessellation Modifer in 3ds max?
Work in Progress » Creating a Simple Screw
- Lyonz
- 114 posts
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jacob clark
Hi Guys,
Another great trick…
Try using the twist SOP on a highly subdivided box.
Maybe not the most elegant, but damn, if it doesn't look like a screw to me!
cheers,
-j
Yea i tried this at first and gets you a great result if your after a ground drill like this.
http://www.tradevv.com/TradevvImage/productimages/Ground-drill-A5ba18.jpg [tradevv.com]
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