danylyon

danylyon

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Recent Forum Posts

How about a MODELING module for Houdini? March 22, 2014, 10:53 a.m.

You can do destructive modeling in Houdini. Simply model as you want, add a null and set it to “locked” (red on the node). Now you can delete all previous nodes.
This is the same as “delete history” in Maya.

PBR layered Material Nov. 16, 2013, 5:05 a.m.

Thanks for checking it out!

Be sure to read the installation instructions:

This shader uses it’s own bsdf reflectence function, that needs to be installed manually. To do so, right click on the OTL, choose “Type Properties”. Go to “Extra Files”, select “specular_eval.vex” and click on “Save as File”. Save it to:

C:\Program Files\Side Effects Software\Houdini 13.0.198.21\houdini\vex\CVex

Or for Mac:

/Library/Frameworks/Houdini.framework/Versions/13.0.198.21/Resources/houdini/vex/CVex

and the corresponding folder on Linux. Do the same for “specular_sample.vex”.

Let me know how it's working for you and if you need any improvements.

PBR layered Material Nov. 8, 2013, 4:19 a.m.

Hi

I created a shader, specifically for PBR. It's meant for complex and realistic surfaces. And is now ready for Houdini 13!
http://www.orbolt.com/asset/_danylyon::PBR_layered_material [orbolt.com]

It's written in VEX and the code is open for you to use if you buy it.

If you're interested to hear any updates subscribe to my newsletter: http://eepurl.com/G4t9r [eepurl.com]

Features:
  • up to 3 individual material layers realistically mixed
  • energy conserving and view dependent
  • basic SSS
  • refraction with basic dispersion and absorption
  • translucency
  • emission
  • support for different uv sets
  • Mari UDIM support
  • individual front and back shading
  • support for Cd and Alpha attribute
  • bump map (normal and vector)
  • built in bump noise
  • built in flakes
  • anisotropy (with maps)
  • specular and metal specular
  • adjustable specular radius and falloff
  • adjustable specular sharpness at glancing angle
  • adjustable roundness of the specular peak
  • tint specular
  • diffuse roughness and sheen
  • RGB masks for individual layers
  • AOVs (reflection, refraction, diffuse, emission, sss, Z, uv, velocity, normal, position, facing)
  • displacement (along normal, object space or tangent space, compatible with ZBrush)
  • optimization (override shadow, alpha and turn off features in reflections)
  • Point based caching (experimental)

    Be sure to read the help card! Click the ?