VEX Shadering  
 

Learning to write VEX and VOP shader, open a door of flexibility with Houdini Shaders, although Houdini is already very flexible in its pipeline.

Moreover, Vex and RSL does not have much of a different which makes this learning process easier and interesting.

 
 

 

The First Try on Houdini VEX shader Language.

Step 1 - Create a Surface Shader ( filename.vfl )

Step 2 - Run a Vex Tester. ( filename.ifd )

Step 3 - Bringing it into Houdini. ( explained below )

 
 

 

Ok here is where the interesting part begins.

I am touching Houdini for the first time, and beside is a node base

network that creates the scene in Houdini.

This network just creates a sphere and brings in a

Vex or Vop shader through the materials node.

 

 
 

 

Here is a slightly more sophisticated shader created out of a simple mixcolor VOP shader.

Bringing in a VOP is like bringing in a shader node.

Using the shader network in Houdini, this sphere was created. :)

Here I am just playing around trying to grasp the idea of the workflow and concept.

Mixcolor Vop Coding.

 
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Beside is the houdini network with my simple VOP shader (azebra)

that created the yellow cloudy sphere.

 

 
 

 

After exploring that I moved on to try out more by

adding a sine funtion to that mixcolor script.

Mixcolor with Sine Coding

Moreover creating a displacement Vex shader too.

Displacement with Sine Coding

Well it looks like a light blub now :)

 
 

 

 

Now adding a texture and some specular to it. .

Mixcolor + Sine + Texture + specular Coding

 
 

 

Well Well here is where i meet my road block.

I did a blend in the t or s direction, so that the pill will have 2 colors.

However when I bring it into Houdini. The shader seems to repeat itself .

The Vex Coding.

 

 
 

 

So I thought it was the UVs.

But nothing change even when I put that UVwrap node in.

This site is related to my Individual Project.