anon_user_21411066
March 23, 2014 20:15:11
This I was watching some tutorials about VOPs and the basics of building custom shaders.
Although VOPs are another quite overwhelming topic, after some trial and error I managed to build a shader from scratch that has a base color which you can enable/disable and can take in a color map which you can enable/disable.
First I thought I was doing something wrong since I wasn't able to see the texture on the model but then I just tried rendering it and there it was , the texture renders just fine.
So how do I build a shader that is capable of OpenGL?
tamte
March 24, 2014 12:23:37
go to Edit Rendering Parameters dialog for your material/shader
from SHOP Options add OGL tab with all properties to your shader, then connect whatever you need with your shader parms with expressions as it's the case in default materials
anon_user_21411066
March 24, 2014 15:16:19
I tried it but now I seem to realize that my OpenGL isn't working at all.
I don't get an OpenGL preview of my texture from any shader, why is that? (display textures is enabled)
anon_user_37409885
March 24, 2014 15:57:49
Make sure to have UV. Try the attached
Also check that Display Texture is checked in Display Options/Texture
anon_user_21411066
March 24, 2014 17:12:29
Now it works. I changed nothing just opend your scene and now it works.
Edit:
I just realized that the path was wrong. For some reason it was set to $HIP instead of $JOB.
Sorry for the trouble :roll:
anon_user_37409885
March 24, 2014 17:21:54
A good way to debug textures is to use the pictures that ship with Houdini e.g. $HFS/houdini/pic/butterfly1.pic