Hello,
I am looking for any information, help, about i3dconvert tool. Currently I am trying to convert pointclouds back to irradiance cache. Unfortunately I got an error because points are not evenly spaced. My question is how can I convert poinclouds into “regular axis-aligned lattice”? Is there any command to do so in i3dconvert, or should I do that straight from houdini?
What I am trying to achieve (not sure if it is possible) is to use irradiance caching in similar way as you use it in Vray in 3dsmax. The idea is to collect irradiance cache for all frames in one file (by merging pointclouds) and later refer to that file during final rendering. This way each frame will be referring to the same light settings stored in a file and final render will be free of artifacts movements.
Thank you for any suggestions.
Kuba
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Technical Discussion » i3dconvert-documentation,pointclouds back to irradiadiance
- kuba
- 345 posts
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Technical Discussion » selecting elements in the viewport
- kuba
- 345 posts
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Hi,
Could you guys give me any hint how can I make an option (in otl) to allow user to reselet geometry in the viewport?
At the moment I walk around this problem by grouping elements I am interested before sending them to otl, but that is a little too tedious.
Thank you
Kuba
Could you guys give me any hint how can I make an option (in otl) to allow user to reselet geometry in the viewport?
At the moment I walk around this problem by grouping elements I am interested before sending them to otl, but that is a little too tedious.
Thank you
Kuba
Houdini Lounge » Node locked license confusion
- kuba
- 345 posts
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Now it seems pretty straightforward. I was just thinking if one day SESI change their licensing system to dongles to make single users' life easier. (if there are any…)
Thanks John
Kuba
Thanks John
Kuba
Houdini Lounge » Node locked license confusion
- kuba
- 345 posts
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Hi,
Could someone explain me briefly how node locked license suppose to work with houdini? I was wandering if the license is sticked to a one computer what happens if I want to upgrade my hardware. Should I put the same ethernet card to a new machine or do I need some kind of dongle which allows me to run houdini with the computer I am working at the moment?
As far as I understand floating license can be installed on the server and it allows to run houdini on any machine.
But how about the node locked - instaled on one computer stays with this hardware forever?
Thank you
Kuba
Could someone explain me briefly how node locked license suppose to work with houdini? I was wandering if the license is sticked to a one computer what happens if I want to upgrade my hardware. Should I put the same ethernet card to a new machine or do I need some kind of dongle which allows me to run houdini with the computer I am working at the moment?
As far as I understand floating license can be installed on the server and it allows to run houdini on any machine.
But how about the node locked - instaled on one computer stays with this hardware forever?
Thank you
Kuba
Houdini Lounge » transparent texture problem
- kuba
- 345 posts
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Thanks Symek
That almost solved my problem. Now I am getting slightly thin white 1px border around the image. Do you know how what might cause it?
K.
That almost solved my problem. Now I am getting slightly thin white 1px border around the image. Do you know how what might cause it?
K.
Houdini Lounge » transparent texture problem
- kuba
- 345 posts
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Hi there,
I can't resolve following problem:
I tried that on sprites but it doesn't work with grid geometry as well (so I think the problem lays in shops or vops). Whatever transparency mask I try to use with the texture - in the final render I ger slightly “white haze” in the areas where texture should be completly transparent.
I tried to shift range in vops to narrow my alpha image (and get rid off any possible grays) but this didn't help as well..
Thank you for any hint
Kuba
I can't resolve following problem:
I tried that on sprites but it doesn't work with grid geometry as well (so I think the problem lays in shops or vops). Whatever transparency mask I try to use with the texture - in the final render I ger slightly “white haze” in the areas where texture should be completly transparent.
I tried to shift range in vops to narrow my alpha image (and get rid off any possible grays) but this didn't help as well..
Thank you for any hint
Kuba
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