[Sidefx-houdini-list] Layered shaders in shop

Peter Bowmar pbowmar at gmail.com
Thu Sep 18 19:50:16 EDT 2014


Beware very long render-startup times though. We have  a single 3-layer
uber-shader that takes many many minutes to optimize all the instances of
on a production scene with 60-100 copies of the shader. Reduces Lighters to
waiting a looooong time just to see one change.

On 18 September 2014 16:43, Nick Deboar <nick.deboar at gmail.com> wrote:

> 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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> > > > > > > > >
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> > > > > >
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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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> >
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>



-- 
Cheers,

Peter B

--Fast/cheap/good. Pick two.



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