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Houdini Lounge » Masking a bsdf
- rtalz
- 18 posts
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that's what i figured. what i failed to use was a vec4 to vec node. i now believe i have it working.
Houdini Lounge » Masking a bsdf
- rtalz
- 18 posts
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hello all. I was just wondering if there was any way mask a bsdf from another with a texture/alpha to get a layered type of shader. one layer highly reflective and a second one blurry for example. Is this possible at all? I'm kind of stumped. lol. thanks in advance.
Houdini Lounge » Creating BDSF for PBR
- rtalz
- 18 posts
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sergey_sh
Check this out: http://www.youtube.com/watch?v=Mopk3gqisVI [youtube.com]
Just made an implementation of this paper. GGX specular is so cool!
GGX, how I love you. Great work.
Houdini Lounge » Ashikhmin
- rtalz
- 18 posts
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How does one go about using the ashikhmin bsdf? I see it listed here. http://www.sidefx.com/docs/houdini11.0/vex/pbr [sidefx.com]
I expected the option to be present in the lighting model node but that's a no go. Is it hidden? is it a node at all? do I have to write it? I'm confused. Any help would be appreciated.
I expected the option to be present in the lighting model node but that's a no go. Is it hidden? is it a node at all? do I have to write it? I'm confused. Any help would be appreciated.
Houdini Lounge » Creating BDSF for PBR
- rtalz
- 18 posts
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Thanks for the clarification.
Here's a link describing the GGX model. http://www.cs.cornell.edu/~srm/publications/EGSR07-btdf.pdf [cs.cornell.edu]
Sony-Imageworks tends to use this model allot along with Beckmann and Ashikhmin.
Here's a link describing the GGX model. http://www.cs.cornell.edu/~srm/publications/EGSR07-btdf.pdf [cs.cornell.edu]
Sony-Imageworks tends to use this model allot along with Beckmann and Ashikhmin.
Houdini Lounge » Creating BDSF for PBR
- rtalz
- 18 posts
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How would one go about starting to create a bsdf vop? I'm looking through the docs and can only find how to add, multiply etc primitive bsdfs. But from the following thread on odforce it seems it's possible to start one from scratch? http://forums.odforce.net/index.php?/topic/9590-pbr-snack/page__hl__bsdf__fromsearch__1 [forums.odforce.net] I'm confused. Mainly since the docs point to the primitive bsdf's. http://www.sidefx.com/docs/houdini10.0/vex/pbr [sidefx.com]
Speaking of the primitive bsdf's… where are they in H11? thanks in advance. If it's possible the end goal I want to reach would be to implement the ggx lighting model.
Speaking of the primitive bsdf's… where are they in H11? thanks in advance. If it's possible the end goal I want to reach would be to implement the ggx lighting model.
Houdini Lounge » Arnold Renderer Info
- rtalz
- 18 posts
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Wolfwoodrtalz
They are VERY similar. Only difference I know of based off limited info is that in PBR one ray will take into account one light source. Arnold takes into account more than one. Not sure if PBR is SIMD accelerated or not but Arnold is.
The default setting for Mantra's PBR rendering is to sample each light. You can switch it to sample just one light by turning off the Sample All Lights property. (This is new in Houdini 11.)
Thanks for the heads up. I was going off the notes I took from the mantra tutorial video. It's dated info I guess.
Houdini Lounge » Arnold Renderer Info
- rtalz
- 18 posts
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They are VERY similar. Only difference I know of based off limited info is that in PBR one ray will take into account one light source. Arnold takes into account more than one. Not sure if PBR is SIMD accelerated or not but Arnold is.
Houdini Lounge » Arnold Renderer Info
- rtalz
- 18 posts
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Last I heard about Arnold was in the softimage mailing list. The developers were looking to hire Maya and Softimage plugin writers. Haven't heard anything about a Houdini plug. But it's a standalone so it's definitely possible.
I hear nothing but praise from it's beta testers. Rumor has it they “want” to release before the year is over. whether it happens remains to be seen.
It does sound allot like PBR btw.
I hear nothing but praise from it's beta testers. Rumor has it they “want” to release before the year is over. whether it happens remains to be seen.
It does sound allot like PBR btw.
Houdini Lounge » Houdini SDS algorithm?
- rtalz
- 18 posts
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Houdini Lounge » PBR point interpolation
- rtalz
- 18 posts
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live_fx
brianBurke
Yes thanks - that it ! 8)
care to share what the new result looked like?
Houdini Lounge » UV outside of 0-1
- rtalz
- 18 posts
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i'll try the first suggestion. The second one isn't a option since Mari does not use multiple UV's
Houdini Lounge » UV outside of 0-1
- rtalz
- 18 posts
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seems houdini can read the file with UV's outside of zero to one. Uv's appear fine in the UV view but using them is another story.
Houdini Lounge » Importing OBJ file, problem with uv-coordinates (solved!)
- rtalz
- 18 posts
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If you are importing UV's outside of 0-1 and trying to render them then I am having the exact same issue.
Houdini Lounge » How did you learn?
- rtalz
- 18 posts
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Houdini Lounge » UV outside of 0-1
- rtalz
- 18 posts
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When working with Mari it is possible to work with UV grids outside of 0-1. In order for this to be seamless the package this info will be delivered to has to be able to look at a specific section of the UV grid to know where to map to. I know Maya, XSI and MAX support this. I am unsure of Houdini.
Anyone have any insight to whether this is possible?
Anyone have any insight to whether this is possible?
Houdini Lounge » Sub-D & PBR
- rtalz
- 18 posts
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Houdini Lounge » Sub-D & PBR
- rtalz
- 18 posts
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Hey guys. Simple question –Is the limitation with Sub-D's not being render-able with PBR in H9 still present in H10?
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