Hi all you intelligent houdini gurus,
I'm working on a project and we want to create a render that is stylized in a painterly art style that is all the rage these days. One of the areas I'm struggling with is how to color these strokes. The overall concept seems rather straightforward. Create point cloud with instanced cards, sample the color of the path traced camera ray, apply that color to the card. I'm a little stuck as to how to sample color data from the path tracer. I see there's a karma point read node, but that samples data on the geometry, not data generated by the ray caster at render time. I also looked at the karma ray import, but that also doesn't sample the combined color of the ray bounce. What I've found that pretty spot on for what I want to do is this. [zenopelgrims.com] Which is an arnold setup that uses a plugin to extend the aronld renderer. Is Karma capable of achieving this type of effect with its current mtlX nodes or would a more custom extension need to be written in order to make this work.
Cheers.
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Solaris and Karma » Creating a stylized render using brushstokes
- Calibrix
- 9 posts
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Technical Discussion » where is the Houdini.env file located in 19.5?
- Calibrix
- 9 posts
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bobc4d
I had to go into Microsoft environment variables and add a link pointing Houdini to my C drive/user/documents
Can anyone please expound on changing environment variables. I'm experiencing the same onedrive bs and I am way out my depth when it comes to arcane windows nonsense.
Houdini Engine for Maya » Using colorSet data from Maya geometry in Houdini Engine
- Calibrix
- 9 posts
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Hi John,
I've discovered that if I only have one color set that it will show up as Cd. That is probably sufficient for this project. Thanks for pointing out the Debugging info. I did not know about that.
Thanks for your help.
I've discovered that if I only have one color set that it will show up as Cd. That is probably sufficient for this project. Thanks for pointing out the Debugging info. I did not know about that.
Thanks for your help.
Houdini Engine for Maya » Using colorSet data from Maya geometry in Houdini Engine
- Calibrix
- 9 posts
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Hi all,
Sorry if this sounds rather basic. I'm not entirely familiar with Houdini Engine assets. I'm building a houdini engine asset that will take a vertex color set from maya and use that data as a mask for various operations in the asset. What I'm trying to figure out is how to access this data. The documentation talks about using "maya_colorset_name" to extract this information, but I'm not sure how to build the asset to do that. As the actual asset build is in houdini, I can't actually see the data coming from maya. When I'm in maya inputing geo, the asset is a black box and I can't see what's happening inside. WOuld anyone who has been successful with this method be willing to show me an example of how they implemented color sets from maya into their asset?
Sorry if this sounds rather basic. I'm not entirely familiar with Houdini Engine assets. I'm building a houdini engine asset that will take a vertex color set from maya and use that data as a mask for various operations in the asset. What I'm trying to figure out is how to access this data. The documentation talks about using "maya_colorset_name" to extract this information, but I'm not sure how to build the asset to do that. As the actual asset build is in houdini, I can't actually see the data coming from maya. When I'm in maya inputing geo, the asset is a black box and I can't see what's happening inside. WOuld anyone who has been successful with this method be willing to show me an example of how they implemented color sets from maya into their asset?
Technical Discussion » whitewater tool doesn't accept selection
- Calibrix
- 9 posts
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Hi,
This may be a dumb question, but here goes. I'm trying to create whitewater using the shelf tool. But the tool doesn't generate anything. I have a FLIP simulation, (created by using the shelf tool). The shelf tool directs me to select the FLIP object. I select the FLIP object in DOPs and press “enter” on my keyboard as directed. I get a popup saying “No fluid object selected for whitewater.” I'm positive I'm selecting the correct node. I've tried selecting the FLIP object, the FLIP solver, the DOP network, SOP nodes that import the DOP network. I have a screen shot showing the FLIP object node selected and the popup. The documentation doesn't show how to setup a whitewater simulation. It just directs the user to use the tool which doesn't seem to work. I'm not sure what else to do.
This may be a dumb question, but here goes. I'm trying to create whitewater using the shelf tool. But the tool doesn't generate anything. I have a FLIP simulation, (created by using the shelf tool). The shelf tool directs me to select the FLIP object. I select the FLIP object in DOPs and press “enter” on my keyboard as directed. I get a popup saying “No fluid object selected for whitewater.” I'm positive I'm selecting the correct node. I've tried selecting the FLIP object, the FLIP solver, the DOP network, SOP nodes that import the DOP network. I have a screen shot showing the FLIP object node selected and the popup. The documentation doesn't show how to setup a whitewater simulation. It just directs the user to use the tool which doesn't seem to work. I'm not sure what else to do.
Technical Discussion » Bake Ocean Foam Texture
- Calibrix
- 9 posts
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Hello,
I'm working on creating an ocean using Houdini; but due to the way our production works, I can't render using Mantra in Houdini. Instead I need to export maps that can be used by a different rendering software. Baking displacements for the spectra is pretty straight forward, but I'm a bit stuck baking out a foam texture. I'm not very familiar with Houdini's material networks or texture baking. Is there a straight-forward way of doing this? Or can someone point me the general direction I should go to bake a foam texture?
Thanks,
I'm working on creating an ocean using Houdini; but due to the way our production works, I can't render using Mantra in Houdini. Instead I need to export maps that can be used by a different rendering software. Baking displacements for the spectra is pretty straight forward, but I'm a bit stuck baking out a foam texture. I'm not very familiar with Houdini's material networks or texture baking. Is there a straight-forward way of doing this? Or can someone point me the general direction I should go to bake a foam texture?
Thanks,
Houdini Engine for Maya » Fluidshape settings lost when houdini asset is synced
- Calibrix
- 9 posts
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I've noticed that any settings created on a fluidshape are lost when a houdini asset is synced or reloaded. Is it possible to have the plugin remember the maya fluidshape settings then the asset is reloaded or synced?
Houdini Engine for Maya » Inter-Asset connections
- Calibrix
- 9 posts
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So, I'm new to Houdini Engine and I'm a little confused as to how inter-asset connections are made. For example: I want to make an asset the creates a pyro sim. I want to then make an emitter asset that connects to the pyro sim that feeds it emission data. I would also want to make a collision asset that feeds the sim collision data. As I understand Houdini Engine assets should be able to connect with each other, but so far I can't get them to do that. Is a set up like this possible or is my approach to concept wrong?
Houdini Indie and Apprentice » surfsect SOP with small objects
- Calibrix
- 9 posts
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Hi, this is my 1st post. I'm switching over to Houdini from Maya. I'm working on a little modeling exercise. I'm modeling a pencil and am now working on the eraser part. I'm modeling in NURBS and I figured the best way to cut out the divots in the pencil was a surfsect OP. But I think my objects are just too small. Any advice you can give me on the surfsect OP would be greatly appreciated.
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