kunz Difference between revisions of "Live 2022.08.23"

Difference between revisions of "Live 2022.08.23"

From kunz
Line 27: Line 27:
* 1:03:00 Adding studio backdrop geometry
* 1:03:00 Adding studio backdrop geometry
* 1:16:00 Adjusting camera composition and render settings
* 1:16:00 Adjusting camera composition and render settings
== Additional Scene Files ==
[[:File:2022_08_21_data_disk_sim_001.hiplc|data_disk_sim_001.hiplc]]
[[:File:2022_08_21_data_disk_sim_002.hiplc|data_disk_sim_002.hiplc]]
[[:File:2022_08_21_data_disk_sim_003.hiplc|data_disk_sim_003.hiplc]]


== Additional Images ==
== Additional Images ==


[[File:2022_08_23_materialX_USD_009_cam4.jpeg | 900px]]
[[File:2022_08_23_materialX_USD_009_cam4.jpeg | 900px]]

Revision as of 12:53, 9 September 2022

Shading techniques for Solaris, USD and MaterialX

2022 08 23 Karma USD Mtlx.gif

Scene File

Get the Houdini scene here: data_disk_sim_007.hiplc

Summary

Building a shader from scratch in Solaris with MaterialX. The color values are retrieved from the geometry "Cd" attribute and the displacement pattern is generated using MaterialX math nodes to remap the surface position to a waffle grid-like bumpy pattern.

Below is the MaterialX shading network.

Screenshot at 2022-09-09 13-00-32.png

Video On Demand

  • 00:00 Solaris LOP Stage introduction
  • 02:50 LOP node concepts
  • 09:10 Making a MaterialX shader
  • 14:30 Using geometry attributes in MaterialX
  • 15:30 Using other geometry properties to generate patterns
  • 24:10 Enabling ACES through the SideFX Labs menu
  • 34:40 Modeling a blobby shape
  • 45:10 Adjusting lights and materials for the blobby shape
  • 1:00:00 Looking at the structure of USD files
  • 1:03:00 Adding studio backdrop geometry
  • 1:16:00 Adjusting camera composition and render settings

Additional Images

2022 08 23 materialX USD 009 cam4.jpeg