Houdini Lighting Shading

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Revision as of 21:45, 25 May 2015 by MattEstela (talk | contribs)

stuff to cover

  • Material creation
  • Properties of mantra surface node
  • Material assignment at object level, sop level
  • Alpha and Cd
  • parameter ramps and fit range
  • bind and bind export
  • point attribute match to shader attribute will override
  • default aovs
  • getting aovs onto mantra node

Build a simple test scene

  1. Create a grid
  2. Create a platonic solid, dive inside, set its mode to teapot, radius 10
  3. Dive up, translate it up so it sits on the ground
  4. Create a distant light from the shelf, tint it yellow
    1. (hint: click the mini colour wheel, then tap where it says RGB, then HSV, until it reads TMI. This is a much better slider for light colour, the first slider controls colour temperature in warm/cool)
  5. Create an environment lights from the shelf, tint it blue
  6. Frame the camera nicely, ctrl-click the camera shelf button which will duplicate a camera for you with those settings

Setup a render node

  1. Create a rop network. While you can create rops in the high level /out network, I find it easier to keep track of everything in subnets, the jumping around becomes more localised.
  2. Create a mantra node. The default settings will point to the camera you just created (/obj/cam1).
  3. Under properties/render, set the rendering engine to 'physically based rendering', usually called PBR