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Learning to write VEX and VOP shader, open a door of flexibility with Houdini Shaders, although Houdini is already very flexible in its pipeline.
Moreover, Vex and RSL does not have much of a different which makes this learning process easier and interesting.
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The First Try on Houdini VEX shader Language.
Step 1 - Create a Surface Shader ( filename.vfl )
Step 2 - Run a Vex Tester. ( filename.ifd )
Step 3 - Bringing it into Houdini. ( explained below )
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Ok here is where the interesting part begins.
I am touching Houdini for the first time, and beside is a node base
network that creates the scene in Houdini.
This network just creates a sphere and brings in a
Vex or Vop shader through the materials node.
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Here is a slightly more sophisticated shader created out of a simple mixcolor VOP shader.
Bringing in a VOP is like bringing in a shader node.
Using the shader network in Houdini, this sphere was created. :)
Here I am just playing around trying to grasp the idea of the workflow and concept.
Mixcolor Vop Coding.
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Beside is the houdini network with my simple VOP shader (azebra)
that created the yellow cloudy sphere.
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After exploring that I moved on to try out more by
adding a sine funtion to that mixcolor script.
Mixcolor with Sine Coding
Moreover creating a displacement Vex shader too.
Displacement with Sine Coding
Well it looks like a light blub now :)
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Now adding a texture and some specular to it. .
Mixcolor + Sine + Texture + specular Coding
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Well Well here is where i meet my road block.
I did a blend in the t or s direction, so that the pill will have 2 colors.
However when I bring it into Houdini. The shader seems to repeat itself .
The Vex Coding.
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So I thought it was the UVs.
But nothing change even when I put that UVwrap node in.
This site is related to my Individual Project.
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