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Rendering with Arnold in Houdini and Solaris using the HtoA plug-in.
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Arnold Displacement & User Data Color node in Houdini

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Message 1 of 5
christopher.alden
796 Views, 4 Replies

Arnold Displacement & User Data Color node in Houdini

Hi there,


I've been following this tutorial on an Infection / Growth system within Houdini; and the teacher is using Redshift. I believe Arnold is capable of doing the same thing here, but essentially they are using a layered shader in Redshift to switch between two materials once an object gets displaced; in this case a displacement occurs and slowly encompasses the entire surface of the object, and the displacement is one texture while the non-displaced geometry is a different one.


I'm sure there is a simpler way to explain this, and the tutorial does a fantastic job, but I can not seem to get the arnold equivalent nodes to behave similarly to the Redshift ones.


Any guidance would be much appreciated!

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4 REPLIES 4
Message 2 of 5

The link for the tutorial is broken but I am guessing a ramp to the mix parameter of the mix_shader might do it?

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 3 of 5
Stephen.Blair
in reply to: lee_griggs

@ https://www.youtube.com/watch?v=Q450hTAmysc



// Stephen Blair
// Arnold Renderer Support
Message 4 of 5

I would say whatever is driving the displacement should drive the shading eg where there's zero disp, use one shader, where there's non-zero disp, use another shader.



// Stephen Blair
// Arnold Renderer Support
Message 5 of 5

I did enough of the tutorial to move on to the shading.

The user data node gets the burn attribute.

I'm using layer_rgba and utility shaders (one with color=white and one with color=prims), but you would do the same thing with standard_surface and layer_shader.

pyro-layer.png



// Stephen Blair
// Arnold Renderer Support

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