Colored Trails (Point Advection & Rendering)

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One of the great things about the Houdini community is that we’re always confronted with clever questions and with clever answers too. “How do I color strands using an image’s color palette?” was the comment on Vimeo that led to this setup. Yet when talking about coloring polylines we also need to discuss rendering them.

In this video we’ll go over setting up a basic point advection through a vector volume using purely Houdini standard tools. Also We’ll show you a way to hack the standard Mantra Material to behave like a hair material.

Download Project File (.hipnc)

Download Project File (For Houdini 15.5.550 upwards)

hairball_mantra_05_1

hairball_mantra_10_1

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14 Comments

  1. kevin says

    You guys are just nuts. Love this website and everything you guys are doing.

  2. Hey!

    Really love your Website, thanks for this! Iam currently trying to understand Houdini coming from a C4D background and i may got a pretty stupid question but is there a way to hide the grid and only show the trails when rendering ?

    Dunno if i missed something there!

    Thanks in advance !
    Keep up the good work.

    Greetings from Germany!

  3. Neeraj Mahajan says

    Could you tell me how to export obj from this ?

      • Centinarijo says

        Thanks for sharing your knowledge! The hacking of the mantra shader (I’m using H16 so had to hack the Principled shader) was also a very nice find. I was having some problems few months ago with some experiments with the Hair & Fur tools and I used “render as points” to actually make the hair strands look round but your solution is so much better. So thanks for that great tip!

        • leo says

          Hi Centinarijo
          Sounds like you managed to render this in H16. Would you mind to share on how you did it? Would be great!

          • Centinarijo says

            Hi Leo,

            sorry, I just read your reply but I see the nice people of Entagma already shared a solution (which I’m going to check myself as well 😉 I just followed Entagma’s great tutorial and used the principled shader since H16 doesn’t have a mantra shader anymore. You can right-click on it an choose “allow editing of content” and then look for the “principledshadercore1”. You’ll find it on the right side of the big orange box but just before the smaller orange “outputs” tab. On the bottom of the principledshader1 you’ll find “baseN” & “coatN” and then you connect the “hairNn” from the “hairnormal1” you have to add, to those points. Hope this helps. Tried to include a screenshot but don’t know how to do this in this reply box. But I can see you made it work already 😉

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