From the course: Houdini: Particles
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Shader overview
- [Instructor] Now that we have our scene elements built, what I want to do is show you this custom sprite shader that I've built in here so you can get an overview of what goes into that. So if you go into our shader shop network here I'm gonna go into the sprite material shader builder and I'm just gonna walk you through what is built. This is really straightforward, in that we have a texture, with UV cords coming in and texture mapping assigned. And then we're also grabbing in our CD, our color data that we've defined, and our alpha data. We're splitting out the texture into its color components and its alpha component. We're multiplying the incoming CD by the texture value. And the same thing down here. We're taking the texture alpha value and multiplying that by the attribute alpha we have on the different points. Then we're bring those together, basically pre-multiplying that, the color by the alpha. And then we're sending that down over to the surface output, the CF and the OF…
Practice while you learn with exercise files
Contents
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Display options2m 16s
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(Locked)
Scene overview2m 32s
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(Locked)
Create particle sim4m 8s
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(Locked)
Modify POP Source node2m 38s
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(Locked)
Add POP Color and POP Wind4m 20s
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(Locked)
Add POP Sprite3m 44s
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(Locked)
Particle result: Cache particles4m 23s
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(Locked)
Create pscale4m 31s
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(Locked)
Create alpha3m 15s
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(Locked)
Create color2m 41s
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(Locked)
Final prep3m 55s
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(Locked)
Shader overview2m 35s
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