Hi there,
Just realised that the Mantra surface material doesn't allow for an “Export of variable for each light” for an SSS pass (Single or Multi) Any ideas on why this is and how one could built this back in the shader? (or other possible workarounds?)
thanks
T
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Technical Discussion » Export variable for each light for SSS (Mantra surface)
- tdemiris
- 12 posts
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Technical Discussion » Creating substep geometry
- tdemiris
- 12 posts
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Hi all,
Ive been busting my head a couple of days now and cant figure it out. I have some bgeos coming from alembic (an animated geometry) that I want to use in a sim. Problem is the damn thing is moving so fast, and since it is cached there are no transformation data. So Im trying to create the in between geometry in order to be able to use substeps in my sim.
Im doing so by timeshifting the whole thing for a frame and then with a point sop blending the point position of the two geometries, ( TX and TX2)
doing this for every point : fit01(ch(“blend”), $TX, $TX2) in the point sop.
then animating a ramp with this expression : if(($FF-$F)<0,1-abs($FF-$F),($FF-$F))
in order to get gradual blending from TX to TX2.
the if expression gives me the floating value of FF ( if the frame is 1000,6 it will give me 0,6)
..problem is Houdini counts 1000,6 as 1001 so by the time im doing this TX is allready TX2 !
Is this making any sence ? do you know a better way to achieve substep geometry ? there must be a more inteligent way to do this …
Ive been busting my head a couple of days now and cant figure it out. I have some bgeos coming from alembic (an animated geometry) that I want to use in a sim. Problem is the damn thing is moving so fast, and since it is cached there are no transformation data. So Im trying to create the in between geometry in order to be able to use substeps in my sim.
Im doing so by timeshifting the whole thing for a frame and then with a point sop blending the point position of the two geometries, ( TX and TX2)
doing this for every point : fit01(ch(“blend”), $TX, $TX2) in the point sop.
then animating a ramp with this expression : if(($FF-$F)<0,1-abs($FF-$F),($FF-$F))
in order to get gradual blending from TX to TX2.
the if expression gives me the floating value of FF ( if the frame is 1000,6 it will give me 0,6)
..problem is Houdini counts 1000,6 as 1001 so by the time im doing this TX is allready TX2 !
Is this making any sence ? do you know a better way to achieve substep geometry ? there must be a more inteligent way to do this …
Technical Discussion » Test my digital asset, is it Orbolt ready ?
- tdemiris
- 12 posts
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Hello,
I created this digital asset about a month ago. It was created in order to proceduraly create many instances of Oil Wells. I polished the interface and added some small features since then.
What do you think I should add ? Is it ready to be uploaded in the digital asset store ?
I'm uploadin the .otl file and here is a little demonstration video :
https://vimeo.com/66956568 [vimeo.com]
I created this digital asset about a month ago. It was created in order to proceduraly create many instances of Oil Wells. I polished the interface and added some small features since then.
What do you think I should add ? Is it ready to be uploaded in the digital asset store ?
I'm uploadin the .otl file and here is a little demonstration video :
https://vimeo.com/66956568 [vimeo.com]
Technical Discussion » Translating camera movment to object transformation
- tdemiris
- 12 posts
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Hi all,
This is a fairly straight foreword question. I have some cmd data from pftrack with a perfect camera track. Even though everything matches I need my object to move and not the camera. Is there an easy way to translate all that camera movement to my object (and have a still camera instead) or should I go back to pftrack and do and object solve instead ?
This is a fairly straight foreword question. I have some cmd data from pftrack with a perfect camera track. Even though everything matches I need my object to move and not the camera. Is there an easy way to translate all that camera movement to my object (and have a still camera instead) or should I go back to pftrack and do and object solve instead ?
Technical Discussion » Help with rendering cracked glass
- tdemiris
- 12 posts
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Mmmm amazing. So you transferred the parameters of the lights to geometry.. Used Ray traycing with a pixel sampling of 4x4 , increased the reflection and refraction limit to 6… Am I missing something ? Also you masked the light so they are not affecting any more the geometry .. the result is amazing and you really dropped my rendering times. Also almost no noise at all !! How come ray tracing ? I still have a lot of learning to do . Thank you so much !
Technical Discussion » Help with rendering cracked glass
- tdemiris
- 12 posts
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So far my goal was to make a glass gradually crack and shatter. I managed to do that by animating a group controlling a voronoi fracture and by splitting the interior details and the outer cracks and merge them back in the end.
( I am including the file with the cracks - not animated as the animation is irrelevant at the moment)
I end up with a piece of geometry which is fairly complicated and almost impossible to render in normal times. My final animation is about 200 frames long. ( my definition of “normal times” is anything less than an hour per frame )
So far I am using area lights and ray tracing but have also experimented with pbr. I am also using the built in glass shader…
do you have any suggestions that could make this render faster? I am yet to understand how glass works and find it incredibly annoying and difficult… please help me render this evil thing
( I am including the file with the cracks - not animated as the animation is irrelevant at the moment)
I end up with a piece of geometry which is fairly complicated and almost impossible to render in normal times. My final animation is about 200 frames long. ( my definition of “normal times” is anything less than an hour per frame )
So far I am using area lights and ray tracing but have also experimented with pbr. I am also using the built in glass shader…
do you have any suggestions that could make this render faster? I am yet to understand how glass works and find it incredibly annoying and difficult… please help me render this evil thing
Technical Discussion » dynamically evolving cracks
- tdemiris
- 12 posts
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Hello
I am trying to crack an object, a glass container to be precise, but I'm trying to make the cracks to gradually form on top of the geometry, not instantly appearing.
The voronoi fracture asset does crack the geometry perfectly but does so instantly in the entirety of the geometry. The bullet solver (with glue contains) also immediately fractures the object the moment of the impact.
I want my glass to slowly crack and then fracture. At the moment I am trying to do this manually with the cookie sop and then feed it as a pre-fractured geometry to the rbd solver.
Any ideas on the matter ? I want the cracks to form in slow motion on top of the surface of my geometry. any comment or ideas will be very appreciated
I am trying to crack an object, a glass container to be precise, but I'm trying to make the cracks to gradually form on top of the geometry, not instantly appearing.
The voronoi fracture asset does crack the geometry perfectly but does so instantly in the entirety of the geometry. The bullet solver (with glue contains) also immediately fractures the object the moment of the impact.
I want my glass to slowly crack and then fracture. At the moment I am trying to do this manually with the cookie sop and then feed it as a pre-fractured geometry to the rbd solver.
Any ideas on the matter ? I want the cracks to form in slow motion on top of the surface of my geometry. any comment or ideas will be very appreciated
Technical Discussion » Procedural Oil Well creation
- tdemiris
- 12 posts
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Technical Discussion » Procedural Oil Well creation
- tdemiris
- 12 posts
- Offline
Yes! you are right. I found that the hard way and now doing adjustments. Thnx again for your help
Technical Discussion » Procedural Oil Well creation
- tdemiris
- 12 posts
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Oh this is sweet and smart! I am still to learn all the different tools. I am uploading my save file if anyone wants to have a look. Next step would be to find a way to add diagonally lines. I will keep working on this and upload again when its finished. thnx for the help and interest.
Technical Discussion » Procedural Oil Well creation
- tdemiris
- 12 posts
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I made some serious progress. Was able to solve the issues I had by using some simple trigonometry. Now the oil well is in a state where you can control its height , divisions , curvature of its shape and add ladders and small details. If you have any ideas please share and help me build this!
Technical Discussion » Procedural Oil Well creation
- tdemiris
- 12 posts
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Hi!
I'm trying to find a way of creating procedurally old school Oil wells ( there will be blood style)
http://upload.wikimedia.org/wikipedia/commons/5/5d/Oil_wells_just_offshore_at_Summerland,_California,_c.1915.jpg [upload.wikimedia.org]
I was able to implement a ramp into a sweep sop and I think was able to have control over the shape but I am stuck and its been busting my head…
I am still inexperienced with the software therefore any idea and suggestion would be extremely helpfully and really appreciated . I'm including my save file.
thank you
I'm trying to find a way of creating procedurally old school Oil wells ( there will be blood style)
http://upload.wikimedia.org/wikipedia/commons/5/5d/Oil_wells_just_offshore_at_Summerland,_California,_c.1915.jpg [upload.wikimedia.org]
I was able to implement a ramp into a sweep sop and I think was able to have control over the shape but I am stuck and its been busting my head…
I am still inexperienced with the software therefore any idea and suggestion would be extremely helpfully and really appreciated . I'm including my save file.
thank you
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