[Sidefx-houdini-list] point sop color

Jed Schwartz jed at jedschwartz.com
Fri Aug 25 13:27:04 EDT 2006


Great Idea!

Perhaps in the mean time SESI could use the "Learning" page of the  
Houdini site to create a VOP/shader library- The material library  
that shipped with PRISMs was more usefu that any of the shader libs  
included with houdini- Would be especially helpful to new users-

Jed-


On Aug 25, 2006, at 10:48 AM, Sean Lewkiw wrote:

> Excellent idea.  As Peter says, the current mess o' shaders that  
> come with Houdini are a bit of a dog's brekkie of legacy stuff.   
> Some use the alpha, some use point colours, some don't, etc.  Yup,  
> chuck them all out and replace with VOP based ones, which would  
> also be a great teaching tool.
>
> So, each shader would reference a VOP network that contains an  
> unlockable digital asset that you could then edit yourself.   
> Sweet.  No, super sweet.
> Sean
>
> Peter Bowmar wrote:
>> The real solution is for someone (possibly SESI) to provide a  
>> complete
>> VOP based set of default networks. Essentially an uber-network that
>> can be quickly and easily reduced or mixed with other networks.
>>
>> This would include default deep-raster outputs, a common naming
>> convention for every parameter, and would avoid the hodge-podge of
>> random shaders that currently ship with Houdini, replacing them all
>> (and adding a lot more) with a standardized set of VOPnets.
>>
>> For someone who doesn't know anything about VOPs, that's cool, just
>> use the shader. If you know a little bit about VOPs (like, feed two
>> colours into a blend then into Cf) you're suddenly ahead of the game.
>>
>> Power users don't have to re-invent the wheel every time they need to
>> make a new shader, 80% of the work is done.
>>
>> Everyone wins :)
>>
>> Cheers,
>>
>> Peter B
>>
>> On 25/08/06, Simon Barrick <simon at primalpictures.com> wrote:
>>> I tried to RFE it, but it was slammed back in my face :(
>>> Maybe if others join in, I know they are clever enough to do  
>>> it... ;)
>>>
>>> -----Original Message-----
>>> From: sidefx-houdini-list-bounces at sidefx.com
>>> [mailto:sidefx-houdini-list-bounces at sidefx.com] On Behalf Of Ben
>>> Schrijvers
>>> Sent: 25 August 2006 15:09
>>> To: sidefx-houdini-list at sidefx.com
>>> Subject: Re: [Sidefx-houdini-list] point sop color
>>>
>>>
>>> Yes that would be great. I've heared the need of this shader  
>>> blending
>>> before from people seeing the node based GUI for the first time. It
>>> could be a SHOP just like the switchSHOP but it would mean new
>>> functionality to Manta.
>>> Sound like a nice RFE if it isn't already there..
>>>
>>> cheers,
>>> benS
>>>
>>>
>>> Simon Barrick wrote:
>>> > I think there are some discussions on how to do the blending on
>>> > odforce, and I'm sure there must be example files around too. The
>>> > tricky bit is that you need to have the two shaders as Vop  
>>> networks,
>>> > if you have that it's easy. I wish there was an uber shader  
>>> that could
>>>
>>> > blend any existing pre-compiled shader so you didn't have to go  
>>> back
>>> > into vop land, it would make this a very simple thing. Oh well.
>>> >
>>> >
>>> > -----Original Message-----
>>> > From: sidefx-houdini-list-bounces at sidefx.com
>>> > [mailto:sidefx-houdini-list-bounces at sidefx.com] On Behalf Of ken
>>> > Sent: 25 August 2006 14:14
>>> > To: sidefx-houdini-list at sidefx.com
>>> > Subject: Re: [Sidefx-houdini-list] point sop color
>>> >
>>> >
>>> > oh well, i just started my first coffee...
>>> >
>>> > I thought it would help a bit to look at it for a general idea....
>>> >
>>> > -k
>>> >
>>> > Simon Barrick wrote:
>>> >
>>> >
>>> >> Unfortunately the layer sop and multi texture shader that  
>>> exist by
>>> >> default only let you assign different shaders to different  
>>> prims, or
>>> at
>>> >>
>>> >
>>> >
>>> >> best you can have layered texture maps with alpha, you can't  
>>> blend
>>> >> between them AFAIK.
>>> >>
>>> >>
>>> >>
>>> >>
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> Sean Lewkiw
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