Houdini 13.0 Galleries Shader galleries

Subtopics

Basic FlameA constant material where the density value of the volume drives the color ramp.
Basic LiquidA reflective refractive material for liquids using ray tracing.
Basic SmokeA diffuse material designed specifically for volume objects.
Billowy SmokeA billowy diffuse material designed specifically for volume objects.
CheckerboardThis is a basic material with checked color map.
Chrome
ClayThis is basic diffuse material without specular.
CloudVolume shader for simulating the look of atmospheric clouds.
ConstantThis is a constant material with optional maps for color and opacity.
Constant SmokeA diffuse unlit material designed specifically for volume objects.
DecalThis material applies a texture an object.
DisplacementBasic material with a choice or blend of displacements.
Dust PuffA material suitable for using particles to render smoke or fog.
Environment BoxA constant material with color ramps or color maps or environment maps to be used on a box surrounding the scene to ray trace against.
Fluid FireA constant material where the density value of the volume drives the color ramp.
Glass
GlowThis is a constant material, which represents the angle between the camera and the surface normal.
Hair
Liquid SmokeA diffuse material designed specifically for interior of volume liquids.
Mantra surface materialGeneral, flexible material including subsurface scattering, environment maps, refractions, and displacement.
Marble
Ocean SurfaceThis material gives the appearance of an ocean surface.
RampComputes color and opacity based on the camera angle and ramp parameters.
Shadow MatteImplements a shadowmatte shader that occludes geometry behind the surface being rendered.
Show NormalThis is a constant material showing the value of the surface normal’s x y z directions in a red, green, blue color.
Show Shading PointThis is a constant material showing the value of the shading point’s x y z values in a red, green, blue color.
Show TangentThis is a constant material showing the value of the surface tangent’s x y z directions in a red, green, blue color.
Show UVThis is a constant material used to verify an objects texture coordinates.
Simple RampSimple but effective ramp surface shader which may be used as either an x-ray or toon material.
Sprite FogA material suitable for using particles to render smoke or fog.
Stainless steel
Stone
UV MapThis is basic diffuse material, no specular, with a map of colored and numbered squares.
Uniform VolumeRenders a closed surface as a volume consisting of a uniform fog.
WireframeColors surface similarly to wireframe display.
Wispy SmokeA wispy diffuse material designed specifically for volume objects.