Thanks SYmek!
I'll check it out as soon as I get home.
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Houdini Indie and Apprentice » 1D noise from expression?
- frogspasm_deux
- 77 posts
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Houdini Indie and Apprentice » 1D noise from expression?
- frogspasm_deux
- 77 posts
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What would be the best way of generating a one dimensional noise using a particle ID as a seed value? All of the noise expressions seem to take three values and returns a vector, but I only want a float returned.
I tried using a CHOP to generate the noise, but wasn't quite sure how to use a particle ID as it's seed value.
I tried using a CHOP to generate the noise, but wasn't quite sure how to use a particle ID as it's seed value.
Houdini Lounge » Free JediBones and BVHacker new version available
- frogspasm_deux
- 77 posts
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Technical Discussion » Velocity Orientation: Location vs Source POP
- frogspasm_deux
- 77 posts
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Technical Discussion » Velocity Orientation: Location vs Source POP
- frogspasm_deux
- 77 posts
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Ok, now I'm finding that I don't even need the angular velocity pop to get particles to face the direction of their velocity.
And the source pop does work, as long as I'm not using the normals of the object's surface. Once I add a point sop to add normals to the geometry I'm emitting from, the copied/instanced geometry doesn't rotate correctly anymore.
Is there any way to emit from source geometry using it's normals and still get rotation in the direction of velocity?
Here's a sample file showing the problem.
Any help would be appreciated,
Thanks!
And the source pop does work, as long as I'm not using the normals of the object's surface. Once I add a point sop to add normals to the geometry I'm emitting from, the copied/instanced geometry doesn't rotate correctly anymore.
Is there any way to emit from source geometry using it's normals and still get rotation in the direction of velocity?
Here's a sample file showing the problem.
Any help would be appreciated,
Thanks!
Technical Discussion » Velocity Orientation: Location vs Source POP
- frogspasm_deux
- 77 posts
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I'm finding some strange behavior when I use Angular Velocity in a POP network. When used with a Location POP it works as expected, and all of my copy/instanced geometry ends up rotating in the direction of the particle's velocity. But when used with a Source POP I get no rotation at all.
And a side question, what is the “w” attribute? That's the attribute the Angular Velocity POP is supposed to be altering, but I can't find anything in the docs about it.
~Mike D.
And a side question, what is the “w” attribute? That's the attribute the Angular Velocity POP is supposed to be altering, but I can't find anything in the docs about it.
~Mike D.
Edited by - May 14, 2008 00:38:27
Technical Discussion » H9 Deep Shadows on vex shaded sprites
- frogspasm_deux
- 77 posts
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Thanks Jason!
That seems to be having the right effect. Putting the shadow bias at .5 and cranking the shadow softness to 10 got rid of most of the artifacts. The shadow map resolution surprisingly didn't seem to have much of an effect.
I'll start messing around with some of the other quality attributes and see what I can come up with.
~Mike D.
That seems to be having the right effect. Putting the shadow bias at .5 and cranking the shadow softness to 10 got rid of most of the artifacts. The shadow map resolution surprisingly didn't seem to have much of an effect.
I'll start messing around with some of the other quality attributes and see what I can come up with.
~Mike D.
Technical Discussion » H9 Deep Shadows on vex shaded sprites
- frogspasm_deux
- 77 posts
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Thanks for having a look Miguel.
(edit: deleted unnecessary image)
(edit: deleted unnecessary image)
Edited by - Oct. 26, 2007 12:26:27
Technical Discussion » H9 Deep Shadows on vex shaded sprites
- frogspasm_deux
- 77 posts
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I'm having troubles rendering transparent depth map shadows on particle sprites. I'm using the shader from Miguel Perez Senent's meteor tutorial.
I think I have everything set up correctly, but I end up with rendering artifacts that don't appear when I use raytraced shadows.
I've attached an image illustrating the problem and a scene file.
Any help would be appreciated.
Thanks!
~Mike D.
I think I have everything set up correctly, but I end up with rendering artifacts that don't appear when I use raytraced shadows.
I've attached an image illustrating the problem and a scene file.
Any help would be appreciated.
Thanks!
~Mike D.
Houdini Lounge » Rendering Self Illuminated Sprites?
- frogspasm_deux
- 77 posts
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Going through the H9 help files, I found out how to get sprites rendering using a material SHOP, with a VEX Decal and a Mantra: Sprite Procedural plugged into the suboutput. The thing I haven't figured out yet is how to make them self illuminating.
Could someone point me towards something in the docs that would show how to do this?
Thanks!
Could someone point me towards something in the docs that would show how to do this?
Thanks!
Houdini Lounge » The wonder of sprites
- frogspasm_deux
- 77 posts
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Hi Miguel,
I've been going through your tutorial on procedural sprites using Houdini 9 and have come to a stopping point because of interface changes.
The geometry render tab seems to have changed a bit since the tutorial.
Could you give a pointer as to where to go from the SHADING, LIGHTNING AND RENDERING section?
Thanks!
I've been going through your tutorial on procedural sprites using Houdini 9 and have come to a stopping point because of interface changes.
The geometry render tab seems to have changed a bit since the tutorial.
Could you give a pointer as to where to go from the SHADING, LIGHTNING AND RENDERING section?
Thanks!
MiguelPerez
I use a lot of sprites. In my web page I have a totorial about doing a meteor with sprites in Houdini ( www.miguelperezsenent.com [miguelperezsenent.com] )
I think sprites are really great, I've recently used them with VEX procedural textures to create snow
http://forums.odforce.net/index.php?showtopic=5306 [forums.odforce.net]
and a tornado http://forums.odforce.net/index.php?act=ST&f=37&t=5251&st=0#entry35398 [forums.odforce.net]
With deep shadows the render is very fast and they look like volumetrics.
Houdini Lounge » The wonder of sprites
- frogspasm_deux
- 77 posts
- Offline
Hi Miguel,
I've been going through your tutorial on procedural sprites using Houdini 9 and have come to a stopping point because of interface changes.
The geometry render tab seems to have changed a bit since the tutorial.
Could you give a pointer as to where to go from the SHADING, LIGHTNING AND RENDERING section?
Thanks!
I've been going through your tutorial on procedural sprites using Houdini 9 and have come to a stopping point because of interface changes.
The geometry render tab seems to have changed a bit since the tutorial.
Could you give a pointer as to where to go from the SHADING, LIGHTNING AND RENDERING section?
Thanks!
MiguelPerez
I use a lot of sprites. In my web page I have a totorial about doing a meteor with sprites in Houdini ( www.miguelperezsenent.com [miguelperezsenent.com] )
I think sprites are really great, I've recently used them with VEX procedural textures to create snow
http://forums.odforce.net/index.php?showtopic=5306 [forums.odforce.net]
and a tornado http://forums.odforce.net/index.php?act=ST&f=37&t=5251&st=0#entry35398 [forums.odforce.net]
With deep shadows the render is very fast and they look like volumetrics.
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