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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