[Sidefx-houdini-list] Layered shaders in shop

Peter Bowmar pbowmar at gmail.com
Thu Sep 18 01:08:06 EDT 2014


Basically, you can't do it at the moment without going to VOPs which as you
mention has a lot of overhead. However, a lot of the groundwork to be able
to do this has been laid down in Mantra/Vex so hopefully someday we'll have
this ability!

Cheers,

Peter B

On 17 September 2014 19:40, Nick Deboar <nick.deboar at gmail.com> wrote:

> That's the sort of enthusiasm i'm looking for!
>
> In a renderman context, I thought I could have the layers as co-shaders,
> and just import them into a single shader. Can't work out how to do
> anything remotely like that in Vex/Mantra, but happy to entertain
> suggestions.
>
> Nicko
>
> Nick Deboar
> ------------------------------
> Lighting TD
> http://light.nickdeboar.com
>
> On Thu, Sep 18, 2014 at 12:07 PM, Matt Estela <matt.estela at gmail.com>
> wrote:
>
> > +1000000
> >
> > On 18 September 2014 12:27, Nick Deboar <nick.deboar at gmail.com> wrote:
> >
> > > Hey Rob,
> > >
> > > We've got our own inhouse shader. Also, it would be nice to maybe layer
> > > more than two shaders, and of different shader types.
> > >
> > > Ta,
> > >
> > > Nick
> > >
> > > Nick Deboar
> > > ------------------------------
> > > Lighting TD
> > > http://light.nickdeboar.com
> > >
> > > On Thu, Sep 18, 2014 at 11:54 AM, Rob East <east.robert at gmail.com>
> > wrote:
> > >
> > > > Hi,
> > > >      On the orbolt store there is an excellent pbr layered shader
> > that's
> > > > artist friendly. The commercial version  is open so you can roll your
> > own
> > > > version.
> > > >
> > > > Rob
> > > >
> > > >
> > > >
> > > > Robert East
> > > > T: +61 0424648857
> > > > W: www.circusmonkey.com.au
> > > > Sydney Australia
> > > >
> > > > From iPhone
> > > >
> > > >
> > > >
> > > >
> > > >
> > > > > On 18 Sep 2014, at 12:01 pm, Nick Deboar <nick.deboar at gmail.com>
> > > wrote:
> > > > >
> > > > > Hey,
> > > > >
> > > > > Is there anyway to layer shaders in shop (not vop)?
> > > > >
> > > > > We rather stay away from vops, it means we need to create a new
> > shader
> > > > > everytime we want to layer something, and being able mix and match
> > > > > different shaders is much more flexible. Also, having two materials
> > in
> > > > one
> > > > > shop node ends in a a messy front end gui, loads of parameters to
> > > > promote,
> > > > > we rather artists not deal with vops.
> > > > >
> > > > > Thanks,
> > > > >
> > > > > Nick Deboar
> > > > > ------------------------------
> > > > > Lighting TD
> > > > > http://light.nickdeboar.com
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-- 
Cheers,

Peter B

--Fast/cheap/good. Pick two.



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