[Sidefx-houdini-list] Layered shaders in shop

Nick Deboar nick.deboar at gmail.com
Thu Sep 18 21:47:15 EDT 2014


Good call Peter. What if we pre-compile the shaders before they hit
lighting?

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

On Fri, Sep 19, 2014 at 9:20 AM, Peter Bowmar <pbowmar at gmail.com> wrote:

> 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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> > > > > >
> > > > >
> > > > >
> > > > >
> > > > > --
> > > > > Cheers,
> > > > >
> > > > > Peter B
> > > > >
> > > > > --Fast/cheap/good. Pick two.
> > > > > _______________________________________________
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> > > > >
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> > > >
> > >
> > >
> > >
> > > --
> > > Un saludo
> > > Best Regards
> > > Pablo Giménez
> > > _______________________________________________
> > > Sidefx-houdini-list mailing list
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> > >
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> >
>
>
>
> --
> Cheers,
>
> Peter B
>
> --Fast/cheap/good. Pick two.
> _______________________________________________
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