Combine 2 Textures in Principled Shader
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- bhb
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Hi guys,
I need help with Principled Shader. I dont know if the problem is my graphics card OGL or something.
Im trying to combine 2 textures (a base diffuse and a decal one over it), but theres no way.
If somebody could upload and example material scene to compare with mines I will be much appreciated.
Also tried the layermix node with no effort.
http://www.sidefx.com/docs/houdini/shade/layering [www.sidefx.com]
Additional posts related with the issue:
https://www.sidefx.com/forum/topic/18353/ [www.sidefx.com]
https://www.sidefx.com/forum/topic/26947/?page=1#post-124361 [www.sidefx.com]
https://www.sidefx.com/forum/topic/49193/ [www.sidefx.com]
https://www.sidefx.com/forum/topic/15283/ [www.sidefx.com]
https://www.sidefx.com/forum/topic/15282/?page=1#post-71983 [www.sidefx.com]
https://www.sidefx.com/forum/topic/16770/?page=1#post-78966 [www.sidefx.com]
I need help with Principled Shader. I dont know if the problem is my graphics card OGL or something.
Im trying to combine 2 textures (a base diffuse and a decal one over it), but theres no way.
If somebody could upload and example material scene to compare with mines I will be much appreciated.
Also tried the layermix node with no effort.
http://www.sidefx.com/docs/houdini/shade/layering [www.sidefx.com]
Additional posts related with the issue:
https://www.sidefx.com/forum/topic/18353/ [www.sidefx.com]
https://www.sidefx.com/forum/topic/26947/?page=1#post-124361 [www.sidefx.com]
https://www.sidefx.com/forum/topic/49193/ [www.sidefx.com]
https://www.sidefx.com/forum/topic/15283/ [www.sidefx.com]
https://www.sidefx.com/forum/topic/15282/?page=1#post-71983 [www.sidefx.com]
https://www.sidefx.com/forum/topic/16770/?page=1#post-78966 [www.sidefx.com]
Edited by bhb - June 27, 2017 05:06:59
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- BabaJ
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I'm by no means an expert in shading, but…
recently I just did a mixed shading.
I had the one going into(with the various vops for the one texture) a principle shader.
And the other with its own vops going into another principle shader.
From those two principle shaders I did the layer mix and applied that to my objects.
It worked for me. I guess your pic is showing you trying another way.(Other than using layer mix)
I'm not suggesting what I did is the only way, maybe there's something else preventing yours from working that hopefully someone else can chime in for you.
recently I just did a mixed shading.
I had the one going into(with the various vops for the one texture) a principle shader.
And the other with its own vops going into another principle shader.
From those two principle shaders I did the layer mix and applied that to my objects.
It worked for me. I guess your pic is showing you trying another way.(Other than using layer mix)
I'm not suggesting what I did is the only way, maybe there's something else preventing yours from working that hopefully someone else can chime in for you.
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- bhb
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Yes, thats is. Thanks BabaJ.
I finally got working with this tutorial video:
https://www.youtube.com/watch?v=HWpxZr1Hc0M [www.youtube.com]
But theres no way to work without using mixlayer. I only want to multiply over as a dirt maskgradient, to get more dark/shiny parts over the object.
And there are 2 more problems:
¿How to get different UV layout(for base texture+decal) using UVTexture node?
Note:The wall will be procedural so the base_texture and de decal_texture need to have diferent sizes.
The second problem:
¿How to export the decal texture to Unreal Engine Material?? After export the .hda only takes the base texture.
Editing this material inside UE4 gives material error compile. ¿?
I finally got working with this tutorial video:
https://www.youtube.com/watch?v=HWpxZr1Hc0M [www.youtube.com]
But theres no way to work without using mixlayer. I only want to multiply over as a dirt maskgradient, to get more dark/shiny parts over the object.
And there are 2 more problems:
¿How to get different UV layout(for base texture+decal) using UVTexture node?
Note:The wall will be procedural so the base_texture and de decal_texture need to have diferent sizes.
The second problem:
¿How to export the decal texture to Unreal Engine Material?? After export the .hda only takes the base texture.
Editing this material inside UE4 gives material error compile. ¿?
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- bhb
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- bhb
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The material inside UE4.
The base_texture is there, but no decal texture.
¿How to correct bake maps using Houdini Engine plugin??
Other problem asked in another post is about the Ambien Oclussion export to gameengine. ¿How to get it inside UE4?
I can make an AO dirt map inside Houdini using for example the dirtMask node but ¿how to export it?
The base_texture is there, but no decal texture.
¿How to correct bake maps using Houdini Engine plugin??
Other problem asked in another post is about the Ambien Oclussion export to gameengine. ¿How to get it inside UE4?
I can make an AO dirt map inside Houdini using for example the dirtMask node but ¿how to export it?
Edited by bhb - June 27, 2017 11:34:26
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- jsmack
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- bhb
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I was afraid of that. Thanks again jsmack.
I think it will be very dificult to solve this problem using 2 UVTexture projections when the plugin itself only maps the standard pbr textures and bypass the rest of houdini network. :_(
For that I will not learn how the houdini material networks works. It's a waste of time for me because I will not use Houdini for VFX , only for the game engine UE4.
In this case ¿is there a way to assign a basic color in houdini (red, green, blue, orange, yellow, cyan..etc) and then map those simple colors to a whole material inside Unreal??
I know this not the forum related to that but I dont want to open a new thread.
In Houdini there is a material node named unreal_material.
Time ago a tried to change the path with no luck.
"relative/path/to/shader/inside/Unreal/project "
Take as example that we have a material named M_example.uasset in the project root
¿How could be the correct path to write?
../Project_name/Content/M_example.uasset ??
../Content/M_example.uasset ??
../M_example.uasset ??
../Project_name/Content/M_example ??
../Content/M_example ??
../M_example ??
I think it will be very dificult to solve this problem using 2 UVTexture projections when the plugin itself only maps the standard pbr textures and bypass the rest of houdini network. :_(
For that I will not learn how the houdini material networks works. It's a waste of time for me because I will not use Houdini for VFX , only for the game engine UE4.
In this case ¿is there a way to assign a basic color in houdini (red, green, blue, orange, yellow, cyan..etc) and then map those simple colors to a whole material inside Unreal??
I know this not the forum related to that but I dont want to open a new thread.
In Houdini there is a material node named unreal_material.
Time ago a tried to change the path with no luck.
"relative/path/to/shader/inside/Unreal/project "
Take as example that we have a material named M_example.uasset in the project root
¿How could be the correct path to write?
../Project_name/Content/M_example.uasset ??
../Content/M_example.uasset ??
../M_example.uasset ??
../Project_name/Content/M_example ??
../Content/M_example ??
../M_example ??
Edited by bhb - June 27, 2017 15:00:34
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- bhb
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