![]() However, different rendering engines require different outputs at the end of the material network: In general, materials should generate the surface color in the form of a BSDF ( F) output. Then you can connect that color to a higher-level node such as the Principled Shader Core (or another node that generates a BSDF) to automatically get physical properties such as controls for roughness and reflectivity and generate a BSDF. See understanding shader outputs below for more information about how materials work in Houdini.īasic custom shaders will often involve using VOP nodes to compute some aspect of the material, such as the base material. ![]() These are often useful for programmatically generating the inputs to high-level shaders. VOP networks also have many low-level VOPs that give you all the capabilities of a programming language, for example doing math or generating noise, to do whatever you want in your shader networks. There are nodes that generate more basic BSDFs you can use to build up custom shaders without having to do a lot of work. You can use these as a way to put your own custom UI on the uber-shader functionality, or use an uber-shader as a layer in a layered material. For example, the Principled Shader Core contains the basic functionality of the Principled Shader, leaving out “convenience” functionality (such as pre-built texture UI). There are also VOPs that package up the basic functionality of the high-level node. ![]() The high-level Principled Shader in the Shaders category in the ⇥ Tab menu contains everything you need to recreate 99% of the looks you might need. Houdini has many useful shading VOPs available for building shaders. You can write shaders in textual code using VEX, however building shaders using a VOP network is easier and more fun.
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