If you want to follow along with the course with all the assets, you can get them here: gumroad.com/l/CWEiY Hey, I just met you, and this is crazy, but here's my twitter, so follow maybe? twitter.com/oossoonngg or instagram for that matter instagram.com/oossoonngg/
Just heads up: You can always add a "compute lighting" node after the layer mix or whichever custom set-up you have and the connect the layer => layer and output this whole thing to the "output variables and parms" node. It will appear in your tree view when assigning the material to the geometry. Hope that helps.
Just a thought: To get rid (or miss) changing the name of the ramp, you could use $OS as the name and then "Save as Permanent Defaults". After that the output will always have a different name, since copies of nodes are always different. Keep in mind, that it will get really strange if you rename the node from ramp to something else (other then "ramp", "ramp1",etc.), since the change to the output is not updated on the current node, only after creation. Hope it makes sence. Anyways. Thanks for the tutorials, helped me a lot. Looking forward to learn more.
You are correct and that's a useful tip, yet I wanted to show how somebody could run into such problem and how to fix it. Procedural shading is an intimidating topic where you can run into loads of obstacles, gotta know how to work with them. Imagine if someone who was learning skipped this part, did not have that default rewritten, and down the road in next videos everything works on my side, and nothing works on the side of someone who is learning a particular lesson (not this one), how much confusion and frustration that will cause? A recipe for a meltdown that's for sure. I myself usually am frustrated very much whenever I am trying to learn something new, and I can not follow the material since, well, stuff refuses to work, and there is no indication of why that might be happening.
If you just set the Material flag (the Orange one with the checker flag symbol) on the Mix node it then shows up in the tree doesn't it?... Does for me.
export mask as attribute, read that attribute in shader. i am planning on recording updated vids for karma/xpu (on my new channel) soon www.youtube.com/@oossoonngg
thank you) I understand that I need to export this attribute, but where do I put it in the shader? subscribed) I hope it will address the issue that worries me@@AriseWorks
If you want to follow along with the course with all the assets, you can get them here: gumroad.com/l/CWEiY
Hey, I just met you, and this is crazy, but here's my twitter, so follow maybe? twitter.com/oossoonngg
or instagram for that matter instagram.com/oossoonngg/
best cg tutorials i've seen and best voice/narrative ! thank you so much!
Just heads up:
You can always add a "compute lighting" node after the layer mix or whichever custom set-up you have and the connect the layer => layer and output this whole thing to the "output variables and parms" node. It will appear in your tree view when assigning the material to the geometry. Hope that helps.
If only it was that easy. For a brief moment I was happy; that hack only seems to work for materials without displacements though.
you can just copy(ctrl+c) the mix node and paste(ctrl+v) it in the material path, Houdini just pastes the path of the node. Amazing series by the way.
Just a thought:
To get rid (or miss) changing the name of the ramp, you could use $OS as the name and then "Save as Permanent Defaults".
After that the output will always have a different name, since copies of nodes are always different. Keep in mind, that it will get really strange if you rename the node from ramp to something else (other then "ramp", "ramp1",etc.), since the change to the output is not updated on the current node, only after creation.
Hope it makes sence.
Anyways.
Thanks for the tutorials, helped me a lot. Looking forward to learn more.
You are correct and that's a useful tip, yet I wanted to show how somebody could run into such problem and how to fix it.
Procedural shading is an intimidating topic where you can run into loads of obstacles, gotta know how to work with them.
Imagine if someone who was learning skipped this part, did not have that default rewritten, and down the road in next videos everything works on my side, and nothing works on the side of someone who is learning a particular lesson (not this one), how much confusion and frustration that will cause? A recipe for a meltdown that's for sure.
I myself usually am frustrated very much whenever I am trying to learn something new, and I can not follow the material since, well, stuff refuses to work, and there is no indication of why that might be happening.
This is super helpful for me.
Thank you so much!
Thanks for excellent tutorial!
If you just set the Material flag (the Orange one with the checker flag symbol) on the Mix node it then shows up in the tree doesn't it?... Does for me.
You need to click the export flag for the mix layer and then you will see it in the mat
Thank You very much!
Hi, thank you very much for the lesson, I have a question
can you please tell me how to shade an object on a painted mask?
export mask as attribute, read that attribute in shader. i am planning on recording updated vids for karma/xpu (on my new channel) soon www.youtube.com/@oossoonngg
thank you)
I understand that I need to export this attribute, but where do I put it in the shader?
subscribed)
I hope it will address the issue that worries me@@AriseWorks
I will cover that. Gonna start uploading pretty soon the updated material there
Thanks man!
Is this tutorial still helpful for Karma at all?
The pane-splitting with Alt+[ is not working.