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Feature Request: Noise Types

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Message 1 of 29
jamesearnest244
854 Views, 28 Replies

Feature Request: Noise Types

I really miss the great variety of noise types that other packages offer when building procedural shaders. For example, these are all the types you have in C4D, while Arnold only has six options under Cell Noise, I believe, and no options in the Noise node. Now granted, you could chain up noises and work your way to something different, but having a wider selection of noise functions for different scenarios would really save a lot of time and effort, and it really seems pretty basic...

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28 REPLIES 28
Message 2 of 29
madsd
in reply to: jamesearnest244

I have written a - ton - of OSL noises for all kinds of purposes.
Some of those shapes in that image looks familiar.

We can though, greatly exceed with additional complexity as well through fields.
Noises is an interesting field in general, very fundamental to a lot of things.



Message 3 of 29
cerakecera
in reply to: madsd

Hello Mads Drøschler

Before opening another thread for request i´ll would like to ask for a PBR shader with SSS, coating, transmission etc. included.

Do you have written something like that, too?


Message 4 of 29

There is the ubernoise.osl. There are some more variations to download here too.

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 5 of 29
madsd
in reply to: cerakecera

So you want a single shader that has multiple outputs based on several textures, or do you want to have a map that can generate the various channels based on 1 input?

Message 6 of 29
cerakecera
in reply to: madsd

Dont want to say something wrong, but i guess its the single shader that i´ll need.

Basically this:screenshot.png


Oh and this should supposed to be for 3ds Max btw.

Message 7 of 29
madsd
in reply to: cerakecera

The image is linked incorrectly, so I cannot see what you want to show.

Message 8 of 29
cerakecera
in reply to: madsd

Can you see image now?

9284-screenshot.png

Message 9 of 29
madsd
in reply to: cerakecera

In max 2021.3 ->

We have a PBR closure that looks like this. It sorta resembles on multiple accounts.

Have you tried that yet?

cc.png

Message 10 of 29
cerakecera
in reply to: madsd

Yes im using it already. But i cant map my SSS, coating, transmission etc. to it. Maybe there is a way, but im not experienced enough to make it work with the present PBR shader.

It doesnt have to be like the shader in the image, all i need are the inputs for the maps you find in the arnold standard surface for example.

Message 11 of 29
cerakecera
in reply to: cerakecera

So is there something like that?

Message 12 of 29
madsd
in reply to: cerakecera

I forwarded the question to Zap, the author of the PBR material.

It could perhaps be scripted, or we could make a custom one for you, not exactly sure, thats why I pinged him.

Message 13 of 29
cerakecera
in reply to: madsd

Alright thank you!

Message 14 of 29
masterzap
in reply to: cerakecera

You are essentially asking to have the entire physical material available - why not simply use the Physical Material directly? (The PBR materials are just simplified wrappers to the Physical Material, it's still the Physical Material running underneath)


/Z

Message 15 of 29

almost of cinema4d noises are combined setup of the basic noise. you can re-create any noise from cineam already with existied types...
cehck this out
https://www.rohandalvi.net/baking


Message 16 of 29
cerakecera
in reply to: masterzap

Was told/read to use PBR materials for best render results and its accuracy in viewport etc... And indeed it works like a charm compared to the other materials.
I dont know about functionality, i just want to map my osl bitmap nodes to the shader and have correct results, which is not the case with the physical material for example. Specular, glossiness or bump/normal maps are not rendered correctly or not rendered at all. Not to mention the viewport inaccuracy... Pure frustration.

Thats why i asked for the "extended" PBR shader.


Message 17 of 29
masterzap
in reply to: cerakecera

Ah, classic misunderstanding. The PBR wrappers are a little "extra helpful" and turn on a few switches "for you". Either:

a) pick "High Quality" display mode
b) in your material editor, right-click the material, uncheck "show shaded material in viewport" and check "show realistic material in viewport" for the physical materials
c) in the viewport menu, find the Materials -> "Realistic Materials with Maps" option

....and you will see they display just fine.

Message 18 of 29
cerakecera
in reply to: masterzap

Thats not solving the problem, since everything is already checked and settings in place...

Here are examples with the discrepancy im encountering. Maybe i just have wrong parameters set in the physical material to make them fit the correct results. PBR comes closest to the desired result from Substance painter. Also working with UDIMs, if thats of importance.

Show me please how its done correctly and i´ll happily switch to Physical shader.

P.S: where to node the AO map?

PM.jpgPBR.jpgScreenshot 2021.02.15 - 18.05.20.60.png

Message 19 of 29
cerakecera
in reply to: masterzap

Hello could i get clarification please??

Message 20 of 29
masterzap
in reply to: cerakecera

Yeah so tbe PBR material does do some settings "for you". When doing it completely manually, you have to make sure to e.g. set the gamma right. See this video, which is the tutorial I made *before* we made the PBR materials. They do a lot of these things "for you".
https://www.youtube.com/watch?v=82hhg8Q1nus

(Notice this video is old, before max had roughness display in the viewport)

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