No tutorial, but for creating textures based on intersections you can scatter points and read them in as point clouds. Something similar should work for shaders, as well.
Thank you very much! This is useful. I have seen this method used in a digitalTutors tutorial as well. It works quite, but it's heavy and imprecise , you need a whole lot of points for any kind of precision.
You need to be able to make posts or threads ‘favorites’ so you can reference them at a later date on this forum, like this one
There's a ‘Subscribe’ button up by the reply button at the top of the thread. I think that does what you're looking for, though I'm not sure how to browse subscribed threads.
Interesting subject and I am not sure of your end goal,but Houdini also gives you the ability to grab attributes directly from your geometry and then use it in your shaders or for use as say a matte in a render image plane. I never bother writing out a image , then use that in a shader.
Thanks Rob! I'm interested in using houdini for some NPR projects I'm working on. I'm hoping to find a way to create brush stamps, lines, and geometry controlled gradients on ramp-shaded objects.
For example, it would be useful to be able to draw a spline on a surface, and then render the spline as a line on the projected surface. Or it might be interesting to be able to use a fog volume to modify the colour of another object to create a gradient related to density.
I'm talking about textures because I'm from video-games and in my head, shaders always end up being textures eventually. You're absolutely correct that you don't actually need to bake out a shader, though in some cases it might be optimal in terms of performance.