[Sidefx-houdini-list] Layered shaders in shop

Nick Deboar nick.deboar at gmail.com
Thu Sep 18 19:43:41 EDT 2014


Hey,

My currently plan is to wrap our shader into a single vop node, which can
then be easily duplicated/mixed in vops. Make life a little less
complicated.

Ta,

Nick

Nick Deboar
------------------------------
Lighting TD
http://light.nickdeboar.com

On Thu, Sep 18, 2014 at 7:00 PM, Pablo Giménez <pablogipi at gmail.com> wrote:

> As Peter said you don't have coshaders in VEX.
> Appart from this, which I doubt how useful it will be, many studios are now
> getting away of the coshaders workflow for many reasons, for  a shader I
> think a prebuilt one with 3/5 layers is enough for 99.9% of the looks.
> So honestly, I am not sure if the overhead and development needed to have
> coshaders are worth.
> Can you get your inhouse shader extend to support 3 layers?
> Before getting coshaders I prefer that SESI provides a better surface
> shader, a layered version and improve the multi inputs dialogues so you can
> drag and drop and reorder all the different entries and get a kind of
> photoshop layering mechanism.
> Coshaders can wait ....
>
> 2014-09-18 8:01 GMT+01:00 Nick Deboar <nick.deboar at gmail.com>:
>
> > Bugger, thanks Peter!
> >
> > Nick Deboar
> > ------------------------------
> > Lighting TD
> > http://light.nickdeboar.com
> >
> > On Thu, Sep 18, 2014 at 2:38 PM, Peter Bowmar <pbowmar at gmail.com> wrote:
> >
> > > 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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>
>
>
> --
> Un saludo
> Best Regards
> Pablo Giménez
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