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Happy rendering with VEX, Tutorial & Tips, Blogs

Happy Rendering with VEX에서 필요한 Header File

​Happy Rendering With VEX 에서 필요한 Header File 입니다. 가장 필수적으로 필요한 것은 vexnotes.h 이고 일부만 STREE_math.h, STREE_feathery.h 가필요한데 시작할 때 같이 추가하거나 참고하시면 좋을 것 같습니다. 소스코드와 첨부파일로 Header File같이 올립니다. 추가경로 : $HOME\Houdini VERSION\houdini\vex\include zip File Name: HappyRendering_Headers.zip File Size: 2 kb Download File ​vexnotes.h /* * Pr...

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VEX

speckles.vfl

/* Name : speckles.vfl * * Produced By : Keita Maeda * Modifed By : 정현준 * Shader 소개 : 작은반점들이 혼합된 shader입니다. */// PRAGMA SECTION //#pragma label startColor ""#pragma hint startColor color#pragma label color2 ""#pragma hint color2 color#pragma label color3 ""#pragma hint color3 color#pragma label color4 ""#pragma hint color4 color#pragma label color5...

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lizard.vfl

/* Name : lizard.vfl * * Produced By : Keita Maeda * Modifed By : 정현준 * Shader 소개 : 도마뱀 무늬를 가진 shader입니다. */// PRAGMA// global-header#include "math.h"#include "prman.h"#include "shading.h"#include "pop.h"#include "STREE_math.h"// main-opensurface lizard(){ // main-header float lizard_6_OUT; vector plastic_1_OF; vector plastic_1_CF; // main-body // ...

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granite_raw.vfl

/* Name : granite_raw.vfl * * Produced By : Liza Keith -- This email address is being protected from spambots. You need JavaScript enabled to view it. * G R A N I T E ( P O L I S H E D ) * (c) Copyright 1996 Cinema Graphics, Inc. * * Modifed By : 정현준 * * Shader 소개 : 얼룩덜룩한 반점들이 있는 거친느낌의 shader입니다. * * 변수에 대한 설명 * Ka, Kd, Ks - the coefficients to the ambient, * diffuse and specular functions, repectively * roughness - the e...

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granite_polished.vfl

/* Name : granite_polished.vfl * * Produced By : Liza Keith This email address is being protected from spambots. You need JavaScript enabled to view it. * G R A N I T E ( P O L I S H E D ) * (c) Copyright 1996 Cinema Graphics, Inc. * * Modifed By : 정현준 * * Shader 소개 : 얼룩덜룩한 반점들이 있는 윤기가 나는 shader입니다. * * 변수에 대한 설명 * Ka, Kd, Ks - the coefficients to the ambient, * diffuse and specular functions, repectively * roughness - t...

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cloudyforenvmap.vfl

/* Name : cloudyforenvmap.vfl * * Produced By : Keita Maeda * Modifed By : 정현준 * Shader 소개 : 구름환경맵같은 효과가 나는 shader입니다. */// global-header#include "math.h"#include "prman.h"#include "shading.h"#include "pop.h"#include "STREE_math.h"// main-opensurface cloudyforenvmap(){ // main-header float st_1_S; float st_1_T; float crease_6_OUT; float crease_7_OU...

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camo_desert.vfl

/* Name : camo_desert.vfl * * Produced By : Keita Maeda * Modifed By : 정현준 * Shader 소개 : 사막지대 카모플라주 군복무늬입니다. (색상변경가능) */// PRAGMA#pragma label shift ""#pragma hint shift float#pragma label gain ""#pragma hint gain float#pragma label Ka ""#pragma hint Ka float#pragma label Kd ""#pragma hint Kd float#pragma label frequency "FREQUENCY"#pragma hint fre...

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dented.vfl

/* Name : dented.vfl * * Produced By : Keita Maeda * Modifed By : 정현준 * Shader 소개 : Bump mapping을 이용한 울퉁불퉁한 shader입니다. */// PRAGMA SECTION //#pragma label Km "KM"#pragma hint Km float#pragma label earthHeight ""#pragma hint earthHeight float#pragma label earthDensity ""#pragma hint earthDensity float#pragma label iterations ""#pragma hint iteration...

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beaten.vfl

/* Name : beaten.vfl * * Produced By : Keita Maeda * Modifed By : 정현준 * Shader 소개 : Bump mapping을 이용한 울퉁불퉁한 shader입니다. */// PRAGMA#pragma label inc ""#pragma hint inc float#pragma label freq ""#pragma hint freq float#pragma label octaves ""#pragma hint octaves float#pragma label Km "BUMP AMP"#pragma hint Km float#pragma label waterColor "WATER COLO...

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st_plastic.vfl

/* Name : st_plastic.vfl * * Produced By : Keita Maeda * Modifed By : 정현준 * Shader 소개 : 플라스틱 shader입니다. */// PRAGMA// global-header#include "math.h"#include "prman.h"#include "shading.h"#include "pop.h"#include "STREE_math.h"// main-opensurface st_plastic(){ // main-header vector plastic_1_OF; vector plastic_1_CF; // main-body // plastic_1 plastic_...

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