[Sidefx-houdini-list] Layered shaders in shop
hoknamahn at gmail.com
Sat Sep 20 03:25:59 EDT 2014
Actually layering the _shaders_ can be done in VEX. There is a feature
called a "shader call" where one shader can call another shader or itself.
That means that any shader in surface context (not sure about others like
displacement) can call another shader (at the moment the callee and the
caller contexts should match). This leads to not so elegant but still sort
of solution i.e. some high level VOP nodes / VEX functions can be wrapped
into the shaders and then called from other shaders.
The only question will be a UI. You might need some scripting for that. But
it is doable for sure.
On 19 Sep 2014 19:04, "Benjamin Laidlaw" <ben_laidlaw at hotmail.com> wrote:
> Mantra shaders are highly optimized if you have your component in clearly
> defined if blocks for instance. And can be easy to wire together if you use
> bsdf based sub-components, and/or structs. This is currently the only
> option for a co-shader equivalent, but if your a renderman person vops and
> is the most similar to slim, while shops and slim aren't really even close.
> IMO Shops could be discontinued in that concept, but legacy people would go
> crazy.I've had several iterations of ubershader in production with 30,000
> parameters UI thanks to a hidden UI design that rendered very
> minimally(SideFX did increase the hidden cap a while back).Of course if you
> flip on every switch the shader it will render slower. If your rendering a
> diffuse lambert it will take the same amount of time as a vop shader with
> just diffuse codes. It compiles the vfl on the fly if the save as code
> check box is not on, other wise it's compile if you do. The best thing is
> that for that 90% that was spoken of
> already, you use the same shader for all materials. This allows you to
> have a library of default presets once fine tuned work across multiple
> productions. Lighting the same metal becomes extremely easy. You just need
> one shader guy, and you can hire a bunch of cheap lighters. God praise
> artist(sarcasm), but if you have too many hands in the pot you'll get way
> to many settings for the same material that lights differently. And lots of
> time spent debugging the same concepts over and over again.
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