OpenGL rendering without lighting / flat color only

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Hi everyone! I discovered this issue while trying to wedge simulation and create a montage with opengl render.
Here are 2 screenshot to expose the issue and compare my viewport vs my OpenGL render:


I have tried many different approaches to get my shading back (it used to be working fine a couple months ago):

- Using only "force lights" to prevent any unwanted disabling of any lights
- Updating my nvidia drivers (576.02)
- Checking with every different light types
- Setting my viewport render engine to openGL (works fine in the viewport)
- Using high light samples, full HDR & every different shadow types

I tried this with 2 different houdini 20.5 versions (487 & 550) and got the same bad results.
I'm on a windows 11 PC with an RTX 3090.

Any ideas about how to solve this issue?
Edited by NYXD - April 29, 2025 10:29:20

Attachments:
Viewport_screenshot.png (270.6 KB)
OpenGL_screenshot.png (216.1 KB)

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Check the docs for 'opengl tags", you can use them to set prims to render as "unlit"
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Jonathan de Blok
Check the docs for 'opengl tags", you can use them to set prims to render as "unlit"

Thanks for your reply, I'm not really sure where to use these opengl tags? And also I couldn't find anything about a "unlit" tag on sidefx's documentation. Could you please explain a bit more what you were thinking about / send a link to docs you're talking about?
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https://www.sidefx.com/docs/houdini/model/attributes.html#attributes [www.sidefx.com]

See the "viewport display attributes". I guess you're looking for this one:

"gl_lit: If this detail attribute is 0, the geometry always appears without lighting. This is currently ignored for guide geometry"


So simply create a detail attribute 'gl_lit' and set it to 0 to get a flat look.
More code, less clicks.
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