Thanks Thomas,
Does this look correct?:
https://ibb.co/gtn1WPQ [ibb.co]
It seems to render correctly but it does not show in the viewport - is this normal, or should it also show in the viewport? I have v18.5 on a Mac with an inadequate GPU.
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Technical Discussion » How to use AO map with Principled Shader?
- litote
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Technical Discussion » How to use AO map with Principled Shader?
- litote
- 230 posts
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I have a reason for using the AO map. It is often used in game engines. In Maya, for example, you can directly feed it in to the material.
Technical Discussion » How to use AO map with Principled Shader?
- litote
- 230 posts
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How do I use an Ambient Occlusion map with the Principled Shader? There are fields to use PBR maps for Base Color, Normal map, etc, but I don't see one for AO. Or is there a way to multiply the AO map with he Base Color map? If so, how?
I have tried using a Layer Mix node but this blends the maps making the Base Color map less saturated, so it is not the way.
I have tried using a Layer Mix node but this blends the maps making the Base Color map less saturated, so it is not the way.
Technical Discussion » Using texture maps with ACES?
- litote
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I am using a Principled Shader. In the Textures tab for Source Color Space there are only two options: Automatic and Linear. The Automatic option does not correct the image (it appears over-saturated an dark), while the Linear option is closer (not as saturated) but it is too light.
How would I use the ocio colorspace transform node?
Edit: I think I found a way to do this with the OCIO Transform node inside a VOP COP2 Filter:
https://paperkrane.io/articles/converting-image-textures-hdris-to-aces-in-houdini/ [paperkrane.io]
I found that I also had to uncheck Linearize Non-Linear Images in the File node since I used an SRGB texture map. The To Space: ACES - ACEScg gave closest result.
However the result is still darker and more saturated, so I added a Color Correction node to the Material and increased Gamma to lighten it.
How would I use the ocio colorspace transform node?
Edit: I think I found a way to do this with the OCIO Transform node inside a VOP COP2 Filter:
https://paperkrane.io/articles/converting-image-textures-hdris-to-aces-in-houdini/ [paperkrane.io]
I found that I also had to uncheck Linearize Non-Linear Images in the File node since I used an SRGB texture map. The To Space: ACES - ACEScg gave closest result.
However the result is still darker and more saturated, so I added a Color Correction node to the Material and increased Gamma to lighten it.
Edited by litote - April 21, 2024 02:07:18
Technical Discussion » Using texture maps with ACES?
- litote
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Is anyone familiar with using the ACES colour space with Houdini?
I am trying to find if there is a method to convert texture maps so that they will show as expected when rendering with ACES. Used as they are with ACES they will render with a different look, understandably. I think I read somewhere that they must be converted somehow.
I am trying to find if there is a method to convert texture maps so that they will show as expected when rendering with ACES. Used as they are with ACES they will render with a different look, understandably. I think I read somewhere that they must be converted somehow.
Edited by litote - April 20, 2024 07:40:10
Technical Discussion » Pyro Bake Volume - Break Material References?
- litote
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In the Pyro Bake Volume node there is an option under Quick Setups button menu at top to select Break Material References. This disconnects the parameters between the Pyro Shader node and the Pyro Bske Volume. Is there a way to reconnect the parameters in one step? I don't see an obvious option in this menu.
Technical Discussion » Does Pyro Bake Volume override Pyro Post Process?
- litote
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I am using a a Pyro Bake Volume node to shade an explosion. This seems to replace the Pyro Solver node's own shading system (Pyro Post Process node) -- do I have to deactivate the Pyro Post Process node, or is it just overridden automatically?
Edited by litote - April 17, 2024 03:55:06
Technical Discussion » Morph betweren materials?
- litote
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Is there a way to set up a material and make the texture maps or colours morph from A to B over time (Mantra, or other render engine)?
I know this can be done in another 3D app by using a blend slider.
I know this can be done in another 3D app by using a blend slider.
Technical Discussion » Why is frame padding ($FN) used and not just $F in renders?
- litote
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Technical Discussion » Why is frame padding ($FN) used and not just $F in renders?
- litote
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Is there a reason for using frame padding, e.g. .$F4 format instead of just .$F when rendering a sequence?
I seem to recall that some software requires the sequence numbers to be a certain way (e.g. render.0001 rather than render.1, or is this just a style preference?
I seem to recall that some software requires the sequence numbers to be a certain way (e.g. render.0001 rather than render.1, or is this just a style preference?
Technical Discussion » Should Voxel Size match in nodes?
- litote
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Technical Discussion » Should Voxel Size match in nodes?
- litote
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I have a Volume Rasterize Attribute node connecting in to a Pyro Solver node.
The Rasterize Attribute node's Voxel Size is set to 0.1.
Should I match this value for the Voxel Size parameter in the Pyro Solver node, or at least not make the resoluition of the Pyro Solver's parameter greater (i.e. a lower Voxel Size)?
The Rasterize Attribute node's Voxel Size is set to 0.1.
Should I match this value for the Voxel Size parameter in the Pyro Solver node, or at least not make the resoluition of the Pyro Solver's parameter greater (i.e. a lower Voxel Size)?
Technical Discussion » What is burn atribute in Pyro for?
- litote
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What precisely is the burn attribute in a pyro sim?
Am I correct in believing it defines where flame appears (including the transition to smoke), just like the density attribute is used to define where smoke appears in a smoke-only sim?
Am I correct in believing it defines where flame appears (including the transition to smoke), just like the density attribute is used to define where smoke appears in a smoke-only sim?
Edited by litote - April 10, 2024 06:39:26
Technical Discussion » Volume Rasterize Attributes question
- litote
- 230 posts
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I connect a Volume Rasterize Attributes node to a Pyro Solver node to create burn, temperature and velocity attributes.
But what value does the Volume Rasterize Attributes node assign to these attributes? I only see the names in the Geometry Spreadsheet -- no values. Can I set them in the Volume Rasterize Attributes node myself or does it just use a default value of 1? Or does the Pyro Solver assign the value to the attribute somewhere?
Edit: actually I think the temperature was created with the Pyro Burst Source node in my setup. I see it has a Source Value Scale of 1.
But what value does the Volume Rasterize Attributes node assign to these attributes? I only see the names in the Geometry Spreadsheet -- no values. Can I set them in the Volume Rasterize Attributes node myself or does it just use a default value of 1? Or does the Pyro Solver assign the value to the attribute somewhere?
Edit: actually I think the temperature was created with the Pyro Burst Source node in my setup. I see it has a Source Value Scale of 1.
Edited by litote - April 10, 2024 01:08:04
Technical Discussion » Copy Cell Point Attributes (Voronoi Fracture)?
- litote
- 230 posts
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In the Voronoi Fracture node there is an option to check Copy Cell Point Attributes.
What is this for and how would it be used?
What is this for and how would it be used?
Edited by litote - April 2, 2024 02:22:32
Technical Discussion » Holding model parts together without constraints in RBD?
- litote
- 230 posts
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Thank you for the updated file. I am glad you made me realise that the newer Voronoi Fracture node builds constraints. I was still thinking of the old version where you had to build them separately with the Connect Adjacent Pieces node.
Technical Discussion » Holding model parts together without constraints in RBD?
- litote
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Thanks for your added info.
I used it to simplify my setup, and also did away with the Attribute Wrangle to set s@name, since a Merge node seemed to be all I needed. How does it look to you? Setting Connectivity Partition to None was the key -- thanks again, brilliant tip!:
Simplified setup... [ibb.co]
Project hip file... [uploadnow.io]
I used it to simplify my setup, and also did away with the Attribute Wrangle to set s@name, since a Merge node seemed to be all I needed. How does it look to you? Setting Connectivity Partition to None was the key -- thanks again, brilliant tip!:
Simplified setup... [ibb.co]
Project hip file... [uploadnow.io]
Technical Discussion » Holding model parts together without constraints in RBD?
- litote
- 230 posts
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Edited by litote - March 31, 2024 21:32:24
Technical Discussion » Holding model parts together without constraints in RBD?
- litote
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Thanks, that works, but I would also like to fracture the two connected objects and apply constraints while treating them as one object. I am probably asking too much to do this without the more complicated constraint method.
I can add constraint to the two parts, but the constraints will not link the two together, rather the constraints are built separately on each part.
I can add constraint to the two parts, but the constraints will not link the two together, rather the constraints are built separately on each part.
Edited by litote - March 31, 2024 05:27:59
Technical Discussion » Holding model parts together without constraints in RBD?
- litote
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I know that you can use constraints to hold separate parts of a model together in an RBD simulation, but is there a simpler way without using constraints, like parenting them together to be regarded by the solver as one piece, or would this not be possible with RBD sim?
For example, If you want to keep a car tyre and wheel rim connected after a crash.
For example, If you want to keep a car tyre and wheel rim connected after a crash.
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