Using VEX Shaders in Houdini - Creating an Underwater Scene

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Summary

In this tutorial you created an underwater scene. If you render a sequence of images you will see the caustic light move over the surface and the waves roll.

There are now many ways that you can customize this file to create a scene of your own. Try changing the colors in the VEX surface shader v_gloopcolor or try changing the Cell Freq in the VEX displacement shader v_gloop for example.

At Side Effects we changed some colors, added some grass, added a character and a fish, etc.

While creating the underwater scene you have been introduced to the VEX directory structure, how to install downloaded VEX shaders, and some of the uses of the default Houdini SHOPs (shader operators).

You also solved some problems by using the Displace Bound so that the image would render without black holes.

Using VEX shaders allows you to create complicated scenes that look great when rendered, while keeping the amount of geometry and texture map use low.

Although VEX is a programming language you don't necessarily have to be a programmer to access the power of it. There is a community of Houdini users, who in addition to Side Effects, are producing new VEX shaders and making them available to other users.

So feel the water move. See the light shimmer. Watch the fishie swim. This "un real" scene is available for download in Quick Time format here. A low-res version is also available here.

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