[Sidefx-houdini-list] point sop color

Simon Barrick simon at primalpictures.com
Fri Aug 25 13:33:41 EDT 2006


Its been hinted at a lot over the past few years but seems to keep
slipping down the list...

-----Original Message-----
From: sidefx-houdini-list-bounces at sidefx.com
[mailto:sidefx-houdini-list-bounces at sidefx.com] On Behalf Of zoran
arizanovic
Sent: 25 August 2006 18:32
To: sidefx-houdini-list at sidefx.com
Subject: Re: [Sidefx-houdini-list] point sop color


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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-- 

Zoran Arizanovic
http://arizanovic.blogspot.com/
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