Basics: Surface Shader II


Creating and promoting parameters to be adjusted in the material level. Changing the height and width of the gaps.

Using of "If - Then Bock" (if statement) which executes commands inside the node when the condition is true else the current value will be fed to the "filterstep".


The "random" was used to apply mandril image texture randomly among the checker pattern.
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=20985&highlight=fluid+shader (Subsurface Scattering)
The person who posted the above thread encountered problems while using SSS/PBR in Houdini11. Bookmarked it when i start playing with SSS, may help solve my problems.
Thoughts:
The video lost me whe n it started explaining the float to vector & vector to float part.
Haven't see anything related to building a fluid shader, hopefully all basics will help with understanding more complex shaders.
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