Greg Hughes
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Recent Forum Posts
Using texture maps with ACES? April 20, 2024, 8:09 p.m.
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.
Using texture maps with ACES? April 20, 2024, 7:38 a.m.
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.
Pyro Bake Volume - Break Material References? April 17, 2024, 7:26 p.m.
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.