From the course: Houdini: Particles
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Shader overview
- [Instructor] Alright so now we're just going to peak into our shop network here and we're gonna go into our line material. And I'm just gonna show you what we have going on here. You can see in this material, we're just bringing in the CD in the alpha parameters. We're multiplying CD by alpha, basically just to pre-mult that. And then we're feeding the output of that line into the CF input of the surface output. And the alpha gets its float value turned into a vector and then that's going into the opacity input of the surface output. The only other little bit of stuff going on here is that we're taking the output of this multiply one, feeding that into a PBR omission and then into a surface exports basically to generate a PDSF value for us that we can feed into the F input of the surface output. And what this does is this allows us to render with the PBR renderer. And this is not some complex shader, we just want kind of a clean, graphic missive flat look. But this allows us to then…
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Contents
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Scene overview2m 7s
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(Locked)
Create a particle source object1m 6s
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(Locked)
Create particle sim1m 48s
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(Locked)
Modify POP Source node1m 47s
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(Locked)
Create volume noise3m 45s
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(Locked)
Add POP Advect by Volumes3m 41s
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(Locked)
Add POP Color51s
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(Locked)
Particle result: Cache particles3m 2s
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(Locked)
Create trails 16m 42s
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(Locked)
Create trails 24m 53s
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(Locked)
Create color and alpha 14m 18s
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(Locked)
Create color and alpha 23m 42s
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(Locked)
Create pscale2m 32s
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(Locked)
Final prep2m 27s
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(Locked)
Shader overview2m 52s
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