![]() ![]() ![]() Ivec4 reflection_udim_area bool has_env_map Vec3 metallic_color float metal float material_alpha float material_alpha_parallel float roughness float diffuse_roughness float ior float reflection float coat_intensity float coat_roughness int specular_model int coat_spec_model float specular_tint bool use_geo_color bool use_packed_color bool has_textures bool has_diffuse_map bool has_spec_map bool has_opacity_map bool has_emission_map bool has_normal_map bool has_rough_map bool has_displace_map bool has_occlusion_map bool has_metallic_map bool has_coat_int_map bool has_coat_rough_map bool has_reflection_int_map bool has_reflect_map My_p = glH_ViewMatrix * (glH_ObjectMatrix * (volumeMatrix * vec4(P, 1.0))) VsOut.nN = normalize( glH_ViewMatrix * (glH_ObjectMatrix * vec4(N, 0.0)) ).xyz Int normal_map_ncomps // 2 or 3 component Int normal_map_type // space: 0=tangent, 1=world #extension GL_ARB_explicit_attrib_location : require i tried to color the volume (new operator method) by using HouAssignDiffuseOnly function but it gives me "call to undefined function" error. i know it can be done ( horizon zero down 2015 siggraph presentation slide no:63) However, no matter how I try to edit its call, my geometry always appears completely flat (and so does Houdini's default GLSL shader).ĭoes anyone have an example for a volume glsl? i am trying to write a custom one but no matter i do i can't seem to get any effect. When creating a new SHOP type, Houdini provides me with a default implementation for the fragment shader which involves the HOUassignOutputs() function. ), but I could not make it work properly. ![]() The doc recommends the use of built-in functions such as HOUassignLitOutput() (cf. And how are my GLSL shaders supposed to blend with Houdini's natural lighting computations? Which approach should be preferred ("ogl_glsl_shader" vs. I still have a couple of questions though: and directly assigned an instance of said type to my geometry. I did not promote and set the "ogl_glsl_shader" rendering property of the geometry's material to display my GLSL shader.īut instead, I created a new SHOP type (Network type: GLSL shader) via File > New Asset. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |