Further Reading |
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See also Shaders in the Arnold User Guide |
You can right-click shaders, Arnold VOP networks, and Arnold ROPs to upgrade them to the current version of Arnold and HtoA. You can also globally convert all the deprecated shaders in the scene from the Arnold menu. Conversion scripts for the deprecated standard
and hair
shaders, the Arnold ROP from a previous version of HtoA, and the discontinued alSurface
and alHair
shaders are provided. For shaders, the conversion will attempt to match the look as closely as possible with a standard_surface
or standard_hair
shader.
To convert a standard_surface
shader to openpbr_surface
, right-click it and choose Convert to OpenPBR.
Shaders are created within Arnold Shader Network nodes. These nodes are also used for Light Filters and Environment Effects.
In the SHOP context Tab > Arnold > Arnold Shader Network to create an arnold_vopnet1 node. Double-clicking or pressing "I" enters a custom VEX builder context where Arnold shaders and nodes can be networked together.
You can create shaders in /mat in the arnold_materialbuilder vop network as well as the old way in /shop in the arnold_vopnet vop network. Use the material flag to enable picking of the vopnet as a material at the object level.
The OUT_Material node allows collecting the surface/displacement/volume Arnold shader graphs into one material. You can then connect the output to a collect node for example in the /mat context.
Arnold shaders created in /mat
There are three types of output depending on the purpose of the shader network; Material, Light, and Environment. The result of the shader network must be connected to the input of the relevant output node. Multiple Outputs of different types can be contained within the same shader network. If multiple outputs of the same type exist, Arnold will use the first one translated by HtoA.
To assign a vopnet drag it from the SHOP onto the geometry or use the Operator Chooser in the geometry Material tab.
The 'jump to operator' in the material tab will go to the Arnold shader network, rather than jumping to the shader inside. This is Houdini's behavior because you're assigning a SHOP and thus it brings you to it, not inside.
You can export materials in an arnold_vopnet or from an OUT_material VOP by right-clicking with the context-sensitive menu. This exports all of the shader graphs connected (surface, displacement, and volume).
These are the available shaders and nodes.
Ambient Occlusion
Bump2d
Bump3d
Flat
Hair
Image
Lambert
Motion Vector
Noise
Skin SSS
Standard
Ray Switch
Utility
Wireframe
AOV Read Float
AOV Read Int
AOV Read RGB
AOV Write Float
AOV Write Int
AOV Write RGB
User Data Float
User Data Int
User Data RGB
User Data RGBA
User Data String
State Float
State Int
State Matrix
State RGB
State Vector
Ramp RGB
Ramp Float
Abs
Add
Atan
Cache
Complement
Cross
Divide
Dot
Exp
Fraction
Invert
Is Finite
Ln
Log
Max
Min
Mix
Modulo
Multiply
Negate
Normalize
Pow
Reciprocal
Sign
Sqrt
Subtract
Trigo
Cache
Clamp
Color Correct
Compare
Fetch
Length
Linearize
Passthrough
Random
Range
Space Transform
Switch
Color Convert
Int To Float
Float To Int
Float To Matrix
Float To RGB
Float To RGBA
RGB To Float
RGB To RGBA
RGB To Vector
RGBA To Float
Matrix To Float
Vector To RGB
Blackbody
Standard Volume
Fog Atmosphere Volume Sky Physical Sky
Light Decay Light Blocker Gobo Barndoor