- Update blog
- Browse the forums and checked e-mails
- Updating documentations on molten shader after clarifying doubts with Charles
Broken Molten Shader, Fixed!
I sent my progress to Steven last week and brought up the issue where the shader breaks upon copy/pasting from one Houdini session to another. His suggestion of compiling the shader worked, compiled it as an .OTL and installed it back on sh020 scene file helped the shader function properly!
RMB the shader to compile, select "Compile VEX as..." & save it to your folder (create a folder named "otl", helps keeping yourself organized).
Molten Shader WIP: Tweaking shader and grid size
This shader was being built and tested on a different hip file so i guess i should have the same grid size and rows/columns on both this and sh020 hip file so i don't get any unexpected results when i compile it and install it as a digital asset back later.
Here on, all that's left is continue improving, tweaking and adding new features to the shader, finally promote the necessary parameters and send it out, wish to get this done by mid of next week!
Problem: Shader Displacement Bound
Despite having a working shader after compiling, i still have to tackle the displacement bound problem.
I have vm_displacement_bound parameter installed and tried different values (This usually works like a charm), the artifacts remained the same.
Going to seek help from forum...
WARNING: Non-Disclosure Agreement (NDA)
A couple days back Ziggy was telling me that it's not exactly a good habit to share your working files, especially when you are working on a production. When you join a studio/company, you will be asked to signed a non-disclosure agreement which forbids you to share any confidential materials - everything you create are properties of your employer and not yours! If you really wish to share something, you can rebuild a simple example file which demonstrates the principles of your work.
Even shots you worked on belongs to the company, he explained when he was at Sony Pictures - if you want the materials you created on a project, you could write in and they will be sent to you upon approval. But different companies have different policies and practices so don't assume everywhere is like this, I guess it's always best to ask.
Another alternative method to get your work is to buy it's "original" DVD when it's released. Paid to make it - paying again to get it, duh. Lastly don't do silly stunts which will jeopardize your career as both visual effects/film and human resource world are really small here. A lot of good information shared by Ziggy, thank to him again!
Understanding Toon Shader

Image above belongs to Ryan Hurd, www.hurdfx.blogspot.com
Tanner found this toon shader created in Houdini on some blog & wanted to understand how it was made & how it worked to generated the sketchy wire-frame look. Managed to decipher most of network except the Dot Product portion, explained it to Tanner and he approached Charles about Dot Product - according to him, that part is trying to simulate fresnel without using "Fresnel VOP".
Simply using where area being lit and area under shadow to control the wire-frame's width, cool stuff.
Here's the toon shader page,
& it appears to be on odforce's gallery too,
If you are keen to know more, can always email me. Will give my best shot at explaining it, hehe.
Trick from Ziggy: Rest Position SOP
Was taught while explaining me to about "DOPImport SOP" where both "DOPImport" & "Rest" nodes are automatically created in SOPs level when you use "RBD Object Tool". I implemented it on my hammer's handle to fix the animated wooden shader. May explain this in more details later or e-mail me.
05_hammer
Did a render to see if "Rest Position SOP" is taking effect.
vimeo link: http://vimeo.com/26612140
end.





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