I'm rendering some sequences where the material used on the geometry is the surface normal in camera / ndc space. This is to facilitate some fx in comp.
This works fine using Karma (materialx normal > transform > emission) but I'd like to render with the speed of opengl, as I'm not using any lighting.
I've tried making a custom glsl material and haven't very far yet as the workflow / iteration process is a challenge.
Can anyone suggest a way to acheive what I'm trying to do?
Thanks
OpenGL material to display normals
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- mrboni
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- wyhinton1
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mrboni
I'm rendering some sequences where the material used on the geometry is the surface normal in camera / ndc space. This is to facilitate some fx in comp.
This works fine using Karma (materialx normal > transform > emission) but I'd like to render with the speed of opengl, as I'm not using any lighting.
I've tried making a custom glsl material and haven't very far yet as the workflow / iteration process is a challenge.
Can anyone suggest a way to acheive what I'm trying to do?
Thanks
Sorry I don't have any answer to your question, but I'd just like to say that I also would like more tutorials/resources on custom glsl shaders for Houdnini's GL viewport. I put together a couple of resources in thispost [www.sidefx.com], you might also look at some of the viewport shaders provided in SideFX Labs [github.com], like the toon shader and matcap shader for glsl shader examples.
But again, the speed of the OpenGL Viewport is such a powerful visualization and rendering tool, more resources on how to make the most of it via custom shaders would really help us leverage that power.
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