Using VEX Shaders in Houdini - Creating an Underwater Scene

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Adding lights

1. Return to the object level and add two light objects.

2. Select "light1".

3. Under the Xform tab set:

tx = 40
ty = 27
tz = 18

4. Under the Light tab set:

Hue = 55
Sat = 0.35
Value = 0.8
Dimmer = 3
Attenuation = 3

5. Select "light2".

6. Under the Xform tab set:

tx = -10
ty = 27
tz = 18 7.

7. Under the Light tab set:

Hue = 0
Sat = 0
Value = 0.8
Dimmer = 3
Attenuation = 5

8. In shaded view the scene will look over-lit. This will not affect the final render once we have applied the gloop shaders.

9. Save the file as underwater.hip and close Houdini. It is important to close Houdini at this point because you are going to be modifying the program's list of shaders in the next section.

Install the existing coral surface and displacement shaders

1. Copy jwgloopcolor.ds to $HOME/houdini/shop/surface.

2. Copy jwgloopcolor.vex to $HOME/houdini/vex/surface.

3. Copy jwgloop.ds to $HOME/houdini/shop/displace.

4. Copy jwgloop.vex to $HOME/houdini/vex/displacement.

*VEX operators use a directory structure to separate different file types. This tutorial only uses a few. If you don't have the directories needed then create them.

Saving custom VEX operators in $HOME separates VEX operator files from standard ones that are installed with Houdini. Files in the $HOME directory over-ride those in $HFS. If you are unsure about where your $HOME directory is, open a textport window and type $HOME. The textport should return the path.


 

 

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