Rendering and Shading with Mantra
A free Houdini Mantra rendering and shading course
Ever wanted to learn how to render and shade with Houdini Mantra? In this free series of tutorials we will discuss everything on the topic, from setting up the cameras, to environments, and creating procedural materials with masks.
It is recommended that you go step by step through the lessons, but feel free to skip topics you feel comfortable with. The lessons in the list below are organized in the order, which will work best for your learning journey.
Ready. Set. Render
In the first video of the Mantra Course for Houdini we start from the very basics – applying materials, in different ways.
In the second video we will be discussing the steps needed to “hit that render button”. I mean, that’s why we are all gathered here, right?
This is a birds eye view of the shader, a brief explanation of what those sliders mean. Roughness, metalness, transparency and everything in between.
In this tutorial we are going to look at noises, controlling them with ramps, and finally adding micro details to the normals using those techniques.
Displacement can produce interesting effects to your geometry, especially so when it’s noise-driven. Yet, it can also break your shading.
Triplanar projection solves tons of UV-related problems on tricky geometry which does not need UVs to begin with. We will discover this method of shading, set up new defaults, and create our alien rock.
Mixing layers, shaders and materials is essential for creating varied procedural material setups. I walk you through a basic setup so you understand the process from A to Z without needless complications.
This tutorial is a start for procedural masking and material creation. We start discussing the rounded edge shader and how we can fake the effect of rounded edges without the need to actually tweak the geometry.
In this episode I go over creating surface imperfections and overall building a final material using rendertime Dirt and Occlusion masks.