houdini Open GL

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I'm following along on a houdini projections tutorial and my constant shader doesn't work like in the tutorial. Renders fine with mantra. But I have to set things up in Maya and export for houdini. I just feel houdini shouldn't need to rely on maya for this.

It looks like an open gl issue. The shader is white, regardless of texture being assigned. Like I said it renders fine, but can't see it in the viewport. Ideas for houdini to not need maya for the initial setup?
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Can you post a scene?
Are you doing the camera projection using UVs or by using a VOP shader?
I don't have a Camera Projection otl locally, but I know it's been done before.

I also do know that you'll see the result in OpenGL only if you use UVs for the projection.
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The viewport does not look at the contents of your shader (being VEX, not GLSL), only the OpenGL parameters attached to it (Edit Rendering Parameters > SHOP > OpenGL). You need to link those GL parameters to the SHOP/Material parameters they represent.
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twod
The viewport does not look at the contents of your shader (being VEX, not GLSL), only the OpenGL parameters attached to it (Edit Rendering Parameters > SHOP > OpenGL). You need to link those GL parameters to the SHOP/Material parameters they represent.

How about it would be added by default? The Constant Shader in SHOP does not have it linked by default. And that is the problem here. He only used standard shaders coming with houdini. Why he should be forced to setup the links himself seems a bit much.

How are we suppose to tell a newcomer: oh well to see your color of the constant shader in the viewport You will have to click the gear in the parameter window and select Edit Parameter Interface. From there you please go to Render Properties and search for “GL”

You will find OGL Diffuse under SHOP OPtions -> OGL.

Add it to your existing parameters,

apply & accept.

right click the color (the textfield!!!) in your Main tab on the constant shader and select copy parameter,

Go to the ogl tab and paste the reference copies values from the color into that.

All preset shaders should have at least the ogl diffuse linked.
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Guillaume
Can you post a scene?
I don't have a Camera Projection otl locally, but I know it's been done before.
Oh, I learned I don't need anything custom for the camera projection.
There's a mode for camera projection on the UVTexture SOP node.

See the attached scene where I applied a Constant material to a grid and a torus that both have their UVs driven by the camera projection.

Attachments:
project.hip (178.1 KB)

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Doudini
How are we suppose to tell a newcomer: oh well to see your color of the constant shader in the viewport You will have to click the gear in the parameter window and select Edit Parameter Interface. From there you please go to Render Properties and search for “GL”

I would say use the constant shader that is supplied in the Material Palette, as it is set up with the GL tab.
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MartybNz
I would say use the constant shader that is supplied in the Material Palette, as it is set up with the GL tab.

Actually you are correct, i only tested the ones in the tab menu which is fine without having the ogl tab setup to me, sorry. All is fine.
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