
There are still many things to improve and learn, but I'm glad you guys pointed me into the proper direction

@Steven: how do you enable AO rendering?
regards,
Alvaro
afecelisI didn't create the GI light. I used a Light Template Object which allows me to assign the VEX Global Illumination shader found under SHOPs.
Wow! Impressive!
How did you create the GI light Steven? It's such a complex node! :shock: :shock:
Is it a preset?
Also, why did you set all of the material features in the OGL section? And not as in the screenshots I posted above? What's the difference and advantage of the materials you used?I'm not sure I understand you completely here. I used some hscript commands to change all of the material parameters for the test. I don't think I changed any material.
Where can I check how you added the Facet SOPS for normal calculation? I just noticed that when I select some of the objects they're highlighted in red and not the usual yellow. Are these the ones with normals checked?If you go into each object, I added a Facet SOP to the File SOP which contains the geometry. You can switch between the SOPs to see the difference. This is also important for Ambient Occlusion or rendering with PBR.
Your textures are set to your absolute path (C:\steven\downloads\etc….) can they be set in a relative way so that they find the textures in the same folder where you place the .hip or .hipnc file? (was my file setup the same way?)I believe the FBX Import searches for the image files & set the path. Maybe there should be a RFE to set a relative path instead.
and finally, You created 2 render nodes; PBR and Mantra, can HD render both or will it have some limitations with one of them?HD will render with both ROPs (Render OPs) without limitations up to a resolution of 1920x1080.
sorry for so many questions, but your scene was an information quake for the things I was beginning to understand!!! heheheheNo apologies please. I should apologise for not providing more information in the first place.
afecelisSorry for not saying this earlier, but I didn't go and convert every material in the scene. I've simply looked at one of them to see what was wrong, and let you know why you were seeing white/grey surfaces. It is also possible that you could change something in Blender to make the file export properly.
btw. Could you upload a render of your material-corrected scene?
afecelisFor emissive, I really meant either/or. The both get multiplied to together in the end anyway, so whether you set the colour or the multiplier does not matter (in this case). For diffuse, though, the multiplier controls overall diffuse contribution, which includes texture colour, so you would probably want diffuse colour at (0,0,0) and diffuse coefficient at 1.0 (or something like this; the point is, when diffuse is zero, all of diffuse contribution sources, including texture colour, get multiplied by zero).
When you say “set emmisive to zero” do you mean the emmision multiplier value? Same with diffuse color to 1, do you mean the diffuse multiplier?
afecelisLet me first clarify the distinction between materials and shaders: materials in Houdini contain one or more shaders, such as a surface shader or a displacement shader. Note that after import, each FBX object references an entire material.
But then I shall remove the materials embedded in the FBX's “materials” node, prior to assigning the new shaders, right? Or will they be automatically removed when assigning the new materials?
afecelisFBX import currently sets only absolute paths for textures at import time. I can see why this is inconvenient, and I'll try to change the importer to set relative paths as soon as possible.
Your textures are set to your absolute path (C:\steven\downloads\etc….) can they be set in a relative way so that they find the textures in the same folder where you place the .hip or .hipnc file? (was my file setup the same way?)
olegThis will be great! Thanks!afecelisFBX import currently sets only absolute paths for textures at import time. I can see why this is inconvenient, and I'll try to change the importer to set relative paths as soon as possible.
Your textures are set to your absolute path (C:\steven\downloads\etc….) can they be set in a relative way so that they find the textures in the same folder where you place the .hip or .hipnc file? (was my file setup the same way?)
afecelisWell, there's really only two items that may be going wrong on Blender's side of things:
Could you please help me by summarizing the most important points you feel that could be improved (based on the experience with the file we tested on this post) for the export process from blender?
stevenongAs of 9.1.244 (tomorrow's build), FBX importer supports relative paths using $HIP. Note that if you're merging the FBX file with an existing scene, the importer will attempt to make paths relative to the location of the current .hip file; if you're replacing the scene entirely, the paths will be made relative to the location of the FBX file, which means you have to save the resultant new Houdini scene into the same directory.olegThis will be great! Thanks!
FBX import currently sets only absolute paths for textures at import time. I can see why this is inconvenient, and I'll try to change the importer to set relative paths as soon as possible.