Falloff with Normal Map to HUE

Houdini Integrated Plugin

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seriawp
Licensed Customer
Posts: 96
Joined: Wed May 31, 2017 9:45 pm

how to make falloff node work with normal map?

I want to make a black and white mask for the model from the fallof node, but it does not take into account the Normal map

Something like this https://www.sidefx.com/docs/houdini/nod ... lloff.html
Last edited by seriawp on Mon Jun 10, 2024 7:51 am, edited 1 time in total.
seriawp
Licensed Customer
Posts: 96
Joined: Wed May 31, 2017 9:45 pm

The question is still relevant
ricky_otoy
OctaneRender Team
Posts: 289
Joined: Mon Jun 19, 2023 6:34 am

Hi Seriawp,

You could use a falloff in a mix.
Normal_Falloff.png
seriawp
Licensed Customer
Posts: 96
Joined: Wed May 31, 2017 9:45 pm

ricky_otoy wrote:Hi Seriawp,

You could use a falloff in a mix.
The attachment Normal_Falloff.png is no longer available

I didn't put the question right, sorry, the fallof normal map works fine.

I need to replicate the Pearlescent effect from the game in Octane.
This effect is similar to the node “Octane Iridescent Procedural”, but it is also not suitable, because the result is not the same as in the game. It does not edit the original texture with HUE

And there's a problem with Fallof. I noticed that I can use it as a mask, but I can't use it as a value for the HUE parameter in the Tool_ColorCorrection node. Using it as a mask doesn't work with the Tool_Mix_Texture node, because I need the whole smooth spectrum of colors I can get with HUE, not just one final one.

I also noticed that the Tool_ColorCorrection node completely ignores any data that is connected to the hue input. Even a simple Color_Greyscale.
Is it possible that this is considered a bug?

Is there a solution?
Attachments
explain copy.jpg
ricky_otoy
OctaneRender Team
Posts: 289
Joined: Mon Jun 19, 2023 6:34 am

Hi there,

Can you post your material setup in the game engine? I am not sure it will be possible to get an exact match when using two different material systems and software.
Also can you post your result of the Iridescent Procedural on that model.

The reason you can't adjust the HUE value is because you are trying to add in texture/color type to a float type - not a bug. (The pins aren't the same color)

You could try use a falloff -> Gradient and try match your image manually.
seriawp
Licensed Customer
Posts: 96
Joined: Wed May 31, 2017 9:45 pm

I thought it was possible to use Grayscale as Float (( sad

In game is the usual PBR Retal/Roughness, and with a slider that precisely works in conjunction with Falloff and Hue.
Attachments
oct_fall copy.jpg
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