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Houdini Everyday - Part 5 - Material Building
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- Опубліковано 7 жов 2019
- Part 5 of the Houdini Everyday Tutorial Series
- Procedural Material Building
- Material Network
- Noise & Rest Position
- Color control
- Displacement
View the full series on our website: www.byccollect...
BYC Top 5 Houdini Nodes Of All Time
5. Ramp Parameter
4. Fit Range
3. Turbulent Noise
2. Merge
1. Transform
Thanks for making this series :D
The Damascus steel look at 33:51 is so cool!
This is great, thanks!
Very nice...displacement is so slow, I have started to code the point position displacements in vex first using a wrangle, you can do neat things like only displace points above a certain Y position....I even do the base colours in vex using @Cd...
I then do the final specular/reflective stuff in the material editor, as that's the point where it becomes too complex to code from scratch in vex.
Very helpful thanks dude
I don't quite understand, in the mat network, I've added the principled shader and assigned that material in the object network with the "material" node, then in the mat network I've also created the global variables node, but no matter what I connect the the base color for example, I connect the s, t, and p outputs to "base color" but the color doesnt change, I even tried creating a "constant" node in the material network and creating a color that way and connecting that to the basecolor input, and still, no change, if I remove the input and assign the base color through the parameters of the principled shader I see it changing, so the material is applied and showing in the viewport, its just that connecting nodes to that input doesnt do anything, what could I be doing wrong?
Hey bud, it’s a bit tough to properly figure out what’s happening without me seeing your setup but usually s & t are your uv map coordinates so plugging it into base color won’t really work. Same for p which is position.
Usually you would use a ‘constant’ color node or use a ‘texture’ node in the mat network.
Try throw down the same nodes I use in the tutorial to test it out. If you are trying to do something specific it might be a bit harder for me to help you.
Keep in mind the base color multiplies things further in the chain like when using noises you might want to keep the base color white.
But to start try just plug in a constant color. Hope this helps!
@@breakyourcrayons hey thanks for replying, I connected a constant with a color and changing the multiplier, that didn't work either, my idea was to create some sort of brick wall like in substance designer but without having to leave houdini. Anyway thanks a lot for the tutorial it's a great resource!
Hey, had same problem, but my principledshader was inside a materialbuilder. I cut/pasted the principledshader node (and rest of network) outside of materialbuilder and it works now
I guess, that there is no sense to study Mantra now, because it's stoped in development and will be replaced by Karma
Workflow with vops apply to every renderer, there are just some different nodes available. I would guess that standard vop nodes will be available with Karma, so if you are able to build it with vertex colors, it should work with Karma as well, imho.
I can’t wait to get into Houdini 18. I’ve been waiting for an upgrade to Mantra for ages! I agree with Draško though, understanding vops is essential. I’m interested to see how much Karma changes things though at least render wise.
@@breakyourcrayons I played few days. I like Karma, it has better results than Mantra. New Solaris workflow is also very cool for projects with many objects. Light Linking and light mixer is awesome. Copy to points in LOP has a huge ways to use it. I tried 1000000 USD objects in Copy to points and it's working very fast even in viewport. In the same time, it's still very buggy, too much fatal errors and it's much slower than GPU engines.
Anyway, material building was not changed, so, it's the same and tutorial is actual