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PROJECTS

Houdini VEX Procedural Shaders Practice

  • Jun 18
  • 1 min read

Drawing from multiple photographic references, some captured personally using my iPhone, I recreated both geometric and organic surface patterns through VEX-based workflows. Turns out if you layer enough noise, you can recreate basically any texture procedurally!


Metal Material

I captured this reference in a random cafe I was in. Using my friends phone as a key light, I snapped the photo, cropped it, and brought it into Houdini as my REF. I specifically wanted to focus on that line along the wall caused by water residue build-up. There were also water droplets caused by the line that I captured using VEX.



Here is the user interface implemented to control certainaspects of the shader. Things like roughness scale, overall scale, amount of corragated waves, and the water residue size.


Wood Material

This is my coffee table, I was really interested in the different shades, specks, and waves in the wood detail. Layered alot of sine waves and noises for this one



Heres the breakdown for the wood shader, also showing the parameter interface options.


Cloth Material

My pajama pants were a generic flannel pattern, but it was fun to capture a geometric pattern instead of noisy one.



Once again, here is the breakdown showing this pattern and the interface to customize it.


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