[Sidefx-houdini-list] point sop color

zoran arizanovic zoran.arizanovic at gmail.com
Fri Aug 25 13:31:53 EDT 2006


woow seems that I poked into some can of worms!
cool response though!
This idea with editable vop library is awesome, this would help  so much at
learning vex setup!
I always go into subnetworks checking how they are done in vops! and you
learn so much
I hope sesi puts that in!
z

On 8/25/06, Jed Schwartz <jed at jedschwartz.com> wrote:
>
> 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
> > Framestore-CFC
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-- 
Zoran Arizanovic
http://arizanovic.blogspot.com/



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