Assign the Shaders to the ground_plane
1. Change the network editor from "SHOPs" to "Objects"
2. Select the ground_plane object
3. Select the Shading tab in the parameters window
4. Click the SHOP Surface flyout arrow and select v_gloopcolor1
5. Click the SHOP Displacement flyout arrow and select v_gloop1
6. Return to "SHOPs".
7. Select v_gloopcolor1 and click the OpenGL tab.
8. In the Diffuse Color fields set:
r = 0.2
g = 0.2
b = 0.2
*Changing the Diffuse Color in the OpenGL tab will not affect the rendering
but the shaded view will no longer look over-lit.
Adjust the Output options
1. Change the network editor from "SHOPs" to "Outputs"
2. Select vmantra1
3. Click the Override Default Resolution check box and set:
x = 640
y = 360
4. Render a test image.
*The image will probably have black holes in it. The next section will
describe a fix for this.
Fix the holes that show up in the rendered image
1. Change the network editor from "Outputs" to "Objects".
2. Select the ground_plane object and click the Render tab in the parameters
window.
3. Click the Displace Bound check box and enter 0.1 in the parameters
field.
4. Render a test image.
5. Save the underwater.hip file and quit Houdini.
*The Displace Bound is padding for the renderer. Since displacement
will happen in the rendering pipeline before shading, grid vertices
may be moved to where the shader does not expect them to be. This will
result in a hole in the object. The Displace Bound is padding for the
renderer, representing the worst-case displacement distance. An increase
in the Displace Bound will however increase memory and calculation time.
Activate the Displace Bound parameter and set the value to 0l03 and
then render. All the cracks should dissapear. If not, try slowly increasing
this value. If everything is working, you should have the scene set
up (lights, cameras, and outputs) and the ground plane in place with
VEX shaders assigned.
In the next section you will add a caustic light that reproduces dapple
light effects on the ground plane.
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