If you guys are using HD7950 try and set your 3D viewport pref to GL 2.1.
This made menu-texts to render nice and stable running build 13.0.237.
Tested both on Linux Debian 7 and Windows 8 using Dual Monitor.
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Technical Discussion » Text garbled in menus
- kwejk
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Technical Discussion » Text garbled in menus
- kwejk
- 25 posts
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Aha, I am running two monitors aswell. but only with the same graphics card and driver. I will try and setup a dual head config in xorg instead of a virtual screen and se how that effect things.
Technical Discussion » Text garbled in menus
- kwejk
- 25 posts
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Technical Discussion » Voronoi Fracture ground collision
- kwejk
- 25 posts
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Simple hack is to just animate your objects active/passive state with a activevalue node.
Technical Discussion » Voronoi Fracture ground collision
- kwejk
- 25 posts
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I usually prefracture only as a look develop step. then transfer the settings over to DOPs by basicly copy pasting all settings as relative reference. That way i can get a look very close to what i need.
But this can of course fracture my geometry in a little different way depending on impact point etc..
Same workflow as in these videos. http://www.digitaltutors.com/11/training.php?pid=68&autoplay=1 [digitaltutors.com]
But this can of course fracture my geometry in a little different way depending on impact point etc..
Same workflow as in these videos. http://www.digitaltutors.com/11/training.php?pid=68&autoplay=1 [digitaltutors.com]
Technical Discussion » Voronoi Fracture ground collision
- kwejk
- 25 posts
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Use a Impact Group. Here is a simple example.
box_object1 -> fractureparms has box_object2 as it's impact driver.
gl mate!
box_object1 -> fractureparms has box_object2 as it's impact driver.
gl mate!
Technical Discussion » attenuation in liquid
- kwejk
- 25 posts
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are your liquid i closed surface. ex. like a sphere/box and not a 2D-plane?
any render or scene to illustrate your problem?
any render or scene to illustrate your problem?
Edited by - April 26, 2012 20:22:36
Houdini Indie and Apprentice » fade out point attr value inside VOPs
- kwejk
- 25 posts
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Houdini Indie and Apprentice » fade out point attr value inside VOPs
- kwejk
- 25 posts
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Houdini Indie and Apprentice » fade out point attr value inside VOPs
- kwejk
- 25 posts
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Here comes a newbie question
I like to know how to fade out values on my point attributes inside VOPs. Like a gradiant from 0-1 over a set distance.
For example a geometry intersecting a grid like in my example here.
/Stefan
I like to know how to fade out values on my point attributes inside VOPs. Like a gradiant from 0-1 over a set distance.
For example a geometry intersecting a grid like in my example here.
/Stefan
Houdini Lounge » Linux distro / Xeons
- kwejk
- 25 posts
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kjmitchprotozoan..using Houdini on linux. Should I go radeon..
You will die screaming, if you try this.
Go Nvidia.
Figured that lol. Just thought I'd ask nonetheless. Is it worth dishing out the money to get a workstation card? Or just go with the gtx 500 600 series card?
From what i have read on the forums the gtx 580 will work better then a Quadro 4000. More brute force speed. And for the price a much better choice.
Technical Discussion » rendering problem
- kwejk
- 25 posts
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btw..
No need to regenerate your pointCloud for each frame on deforming geometry.
Only if the topology changes.
Also use Optimize Secondary Rays if you render in PBR. saves alot of rendertime.
No need to regenerate your pointCloud for each frame on deforming geometry.
Only if the topology changes.
Also use Optimize Secondary Rays if you render in PBR. saves alot of rendertime.
Technical Discussion » rendering problem
- kwejk
- 25 posts
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I think the sss_scatter node it is as obsolete as the singlesss / multi nodes i guess they built it all in to physicalsss in H12 to make it more user friendly.
There are a few attribute errors inside of sss_scatter. I fixed all that so the pointcloud works. but physicalsss can not read that info correctly. renders only white.
Seems that old node is not compatible with the new physicalsss.
Any good reason for you to use sss_scatter?
You can generate and reuse in physicalsss as it is.
There are a few attribute errors inside of sss_scatter. I fixed all that so the pointcloud works. but physicalsss can not read that info correctly. renders only white.
Seems that old node is not compatible with the new physicalsss.
Any good reason for you to use sss_scatter?
You can generate and reuse in physicalsss as it is.
Technical Discussion » rendering problem
- kwejk
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I´m no Mantra expert. But i did som research on the physicalsss node.
As far as Mantra is concerned SSS is emission(Ce) So i did output my results as just that.
Also there are options for BRDF in the multisss part of the physicalsss.
The scene provided i use Local BRDF to render a simple geometry. And i output as emission and extra image planes for multi/single scatter.
For a more rich SSS use Local & Global to make use of pointclouds as well.
I can´t remember how the old multisss / singlesss nodes did this. Maybe they did not output as emission and therefor use BSDF in it´s outputs?
As far as Mantra is concerned SSS is emission(Ce) So i did output my results as just that.
Also there are options for BRDF in the multisss part of the physicalsss.
The scene provided i use Local BRDF to render a simple geometry. And i output as emission and extra image planes for multi/single scatter.
For a more rich SSS use Local & Global to make use of pointclouds as well.
I can´t remember how the old multisss / singlesss nodes did this. Maybe they did not output as emission and therefor use BSDF in it´s outputs?
Technical Discussion » rendering problem
- kwejk
- 25 posts
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If you digg down into houdinis mantraSurface
You can se how they use the physicalsss in there.
mantraSurface -> surfaceModel -> if2 -> physicalsss
Seems that the BSDF gets added outside the if loop with a Physically Based Diffuse.
You can se how they use the physicalsss in there.
mantraSurface -> surfaceModel -> if2 -> physicalsss
Seems that the BSDF gets added outside the if loop with a Physically Based Diffuse.
Technical Discussion » blurring env image
- kwejk
- 25 posts
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So you like to convolve your hdri to get a blurry reflection?
There is a convolde note in comp mode that you can use. I have not used this one yet.
Other programs like HDRIshop or Nuke can also convove hdri's.
Then maybe use a ‘envmap’ in your shader and switch between convolve levels (images) after the amount of blur you like.
convolving a image can take time so first scale down your hdri image to about 128x128 if you do a full diffuse convolve. No need for a big image other then for your sharp reflections.
Take a look at this DVD for more info on making fast HDRI shaders
http://www.3dbuzz.com/vbforum/sv_videonav.php?fid=8754903e9ee4d1af8ba1f59c385a3685 [3dbuzz.com]
There is a convolde note in comp mode that you can use. I have not used this one yet.
Other programs like HDRIshop or Nuke can also convove hdri's.
Then maybe use a ‘envmap’ in your shader and switch between convolve levels (images) after the amount of blur you like.
convolving a image can take time so first scale down your hdri image to about 128x128 if you do a full diffuse convolve. No need for a big image other then for your sharp reflections.
Take a look at this DVD for more info on making fast HDRI shaders
http://www.3dbuzz.com/vbforum/sv_videonav.php?fid=8754903e9ee4d1af8ba1f59c385a3685 [3dbuzz.com]
Technical Discussion » rendering problem
- kwejk
- 25 posts
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Yes the multisss node is obsolete in H12.
The new physicalsss is a node that have the same options. Try that one. Hope it does the job.
The new physicalsss is a node that have the same options. Try that one. Hope it does the job.
Technical Discussion » There is no sss single and sss multiple in h12 !!!
- kwejk
- 25 posts
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Technical Discussion » rendering problem
- kwejk
- 25 posts
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I don't se an outputCollect node at the end of your network. All i can think of. Maybe just off screen.
I think you will get help faster if you attach a .hip file to this thread.
I think you will get help faster if you attach a .hip file to this thread.
Houdini Lounge » Linux distro / Xeons
- kwejk
- 25 posts
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i´d love to find out how good the AMD Opteron 6282 SE are.
And you can have 4 of these bad boys on one motherboard!
From all tests i have reed online they are good. even better the currently best Xeons.
Imagine a 64 core workstation!
And you can have 4 of these bad boys on one motherboard!
From all tests i have reed online they are good. even better the currently best Xeons.
Imagine a 64 core workstation!
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