
Surface Imperfections: Dirt mask & Occlusion mask — Houdini Mantra Tutorial
In this episode I go over creating surface imperfections and overall building a final material using rendertime Dirt and Occlusion masks.
In this episode I go over creating surface imperfections and overall building a final material using rendertime Dirt and Occlusion masks.
This tutorial is a start for procedural masking and material creation. We start discussing the rounded edge shader and how we can fake the effect of rounded edges without the need to actually tweak the geometry.
Mixing layers, shaders and materials is essential for creating varied procedural material setups. I walk you through a basic setup so you understand the process from A to Z without needless complications.
Triplanar projection solves tons of UV-related problems on tricky geometry which does not need UVs to begin with. We will discover this method of shading, set up new defaults, and create our alien rock.
Displacement can produce interesting effects to your geometry, especially so when it’s noise-driven. Yet, it can also break your shading.
In this tutorial we are going to look at noises, controlling them with ramps, and finally adding micro details to the normals using those techniques.
This is a birds eye view of the shader, a brief explanation of what those sliders mean. Roughness, metalness, transparency and everything in between.
In the second video we will be discussing the steps needed to “hit that render button”. I mean, that’s why we are all gathered here, right?
In the first video of the Mantra Course for Houdini we start from the very basics – applying materials, in different ways.