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Mplay houdini
Mplay houdini






All right I'm going to stop this, go back to our Scene View. So we have a tremendous amount of flexibility in terms of what polygons get what materials. So as you can see, being able to assign materials to geometry based on groups is very powerful because we can create all sorts of groups, and not a group that is just an individual object, but it's just a part of an object, and assign a different material to that. There we go, now you can see we have our silver material on our cross, and our gold material on our ball. Let's hit Render again, and now we will see the results of assigning two different shaders to our two different objects. So what I'm going to do now is go to my Render View. When you save and reload a scene, then you will see it. This can happen just because of the way that all this stuff translates into the OpenGL view. Now it may not show up in the viewport like this. Okay, so now we have assigned different materials to different objects. Now under Group I'm going to select Cross, and under material I will select Silver, and now I'll go to my second tab, and then my group will be Ball, and my material will be Gold.

MPLAY HOUDINI PLUS

Now we want two different materials because we're going to assign a silver to the cross and the gold to the ball, so I'm going to change the number of materials to two by hitting this plus sign. After the normal1 node here, I'm going to right-click and type mate, get a material end node, and we're going to lay that down. I'm going to delete this out of the Material field, so that will go away, and I'm going to go into my Objects network. Often we want to apply different materials to different objects, so I'll show you we do that. So I'm going to go back to my Scene view, and so that's a way we can apply material across the entire contents of the geometry object. I'm just going to stop this because we don't need this to look any nicer than this right now.

mplay houdini

All right there we go, now we can see that both of those objects are now gold in our scene.

mplay houdini

I'm going to hit Render, and then we'll see that gold material on those objects. Now for example I can go to my Render View, make sure we're looking at our test camera here. So I'll just select Gold, I'll say Accept, and there we go. So I'm going to click on the little chooser here, and you can see we have, in our obj level, we have a Materials network that we've created, and then we have a Gold and Silver material, and these are the materials we have been using in our previous chapter assigned to these objects. So the first most straightforward way of doing this is to go to our Objects geometry object, go to our Render tab, and we see we have a Material field here. So far in this course we've done all of that for you, and now we're going to show you how it's actually done. Now we're going to take a look at how we assign materials to objects.






Mplay houdini