Thanks a lot Pezetko and Enivob
I'm rushing to finish a project so I lack time right now but can't wait to put my hands on this to look at how you did it.
Best regards
Found 15 posts.
Search results Show results as topic list.
Houdini Indie and Apprentice » changing shader with light
- Jean-Luc Gason
- 15 posts
- Offline
Houdini Indie and Apprentice » changing shader with light
- Jean-Luc Gason
- 15 posts
- Offline
Hi,
As a small challenge to learn shading I'm trying to do a simple earth planet in Houdini.
It fits my modelling skill…
Anyway, I have 2 maps, a day and a night map, I was just wondering if it was possible in Houdini to group some faces or points by “hit by a specific light” or not, and thus remplace shading by group (if it is a good idea or the good way to do it).
Also is it possible to do a bit of gradient transition between the 2 textures ?
Thanks
Jean-Luc
As a small challenge to learn shading I'm trying to do a simple earth planet in Houdini.
It fits my modelling skill…
Anyway, I have 2 maps, a day and a night map, I was just wondering if it was possible in Houdini to group some faces or points by “hit by a specific light” or not, and thus remplace shading by group (if it is a good idea or the good way to do it).
Also is it possible to do a bit of gradient transition between the 2 textures ?
Thanks
Jean-Luc
Houdini Indie and Apprentice » Attrib transfert-> DOP Activation
- Jean-Luc Gason
- 15 posts
- Offline
Hi,
I'm working on an “Activation by color” DOP for Voronoi fractured crumbling. Just to learn DOP further.
I'm just having a small problem, everything works, I create sphere transfering it's RED attribute to points, a ForEach to to create a center point for each fractured element, and an AtribTransfer to transfer color to point in contact with the sphere. Then use a point() in activate…
I tried to replicate the exemples I found for that, and it works quite well but…
My problem is that the activation attribute is only transferred while the sphere is in contact with the cells, but once the sphere move out of their range, they are black again and thus stops “mid air” in the simulation…
How can I transfer the color attribute in a way it stays RED even after the sphere as moved ?
Or is there a more elegant way to achieve that ? If I create an “Activated” attribute and set it to 0 on the voronoi cells and 1 on the sphere then transfert it, can it work ?
Joining the HIP file, if someone had time to take a look, it would be great…
Thanks
I'm working on an “Activation by color” DOP for Voronoi fractured crumbling. Just to learn DOP further.
I'm just having a small problem, everything works, I create sphere transfering it's RED attribute to points, a ForEach to to create a center point for each fractured element, and an AtribTransfer to transfer color to point in contact with the sphere. Then use a point() in activate…
I tried to replicate the exemples I found for that, and it works quite well but…
My problem is that the activation attribute is only transferred while the sphere is in contact with the cells, but once the sphere move out of their range, they are black again and thus stops “mid air” in the simulation…
How can I transfer the color attribute in a way it stays RED even after the sphere as moved ?
Or is there a more elegant way to achieve that ? If I create an “Activated” attribute and set it to 0 on the voronoi cells and 1 on the sphere then transfert it, can it work ?
Joining the HIP file, if someone had time to take a look, it would be great…
Thanks
Houdini Lounge » Destruction &Fracture: Houdini OR Max+Volumebreaker&
- Jean-Luc Gason
- 15 posts
- Offline
Hi,
I tried to replicate the activation by color exemple but cannot seem to make it work.
Can someone take a look at my scene and tell me where I'm missing something ?
Color attribute is transfered to the points, I replicated the “point()” expression in the activation node but they don't activate…
Thanks
Jean-Luc
I tried to replicate the activation by color exemple but cannot seem to make it work.
Can someone take a look at my scene and tell me where I'm missing something ?
Color attribute is transfered to the points, I replicated the “point()” expression in the activation node but they don't activate…
Thanks
Jean-Luc
Houdini Indie and Apprentice » Voronoi fractured poly shading problem
- Jean-Luc Gason
- 15 posts
- Offline
Houdini Indie and Apprentice » Voronoi fractured poly shading problem
- Jean-Luc Gason
- 15 posts
- Offline
Hi,
I'm starting to learn Houdini, and trying to play a little bit with voronoi fractures.
I'm having a little problem with the generated poly at edge.
I'm creating a poly box and scattering points, then fracturing. Up until that it works fine, but on the fractured object appears some “shading artefact” (will call them that lacking a better description).
It's already seen in the viewport, no need to render, but it's of course on the renders also…
See attached jpg.
Beveling the box before fracturing reduce but not make the problem disappear.
I'm surely missing something here, but it's beyond my current Houdini knowledge.
Please help
I'm starting to learn Houdini, and trying to play a little bit with voronoi fractures.
I'm having a little problem with the generated poly at edge.
I'm creating a poly box and scattering points, then fracturing. Up until that it works fine, but on the fractured object appears some “shading artefact” (will call them that lacking a better description).
It's already seen in the viewport, no need to render, but it's of course on the renders also…
See attached jpg.
Beveling the box before fracturing reduce but not make the problem disappear.
I'm surely missing something here, but it's beyond my current Houdini knowledge.
Please help
Houdini Indie and Apprentice » Fire Shading
- Jean-Luc Gason
- 15 posts
- Offline
Ok, So I use the UpRes Container tools, and get a second DOP node in my OBJ root, called UpRes, but I cant see any difference when rendering, and the upres node in the DOP network don't seem to have simple “more quality” setting…
Any video or docs I can read to understand the upres workflow in houdini 12, all i could find was for houdini 10 and it seems this workflow changed since then…
Any video or docs I can read to understand the upres workflow in houdini 12, all i could find was for houdini 10 and it seems this workflow changed since then…
Houdini Indie and Apprentice » Fire Shading
- Jean-Luc Gason
- 15 posts
- Offline
Houdini Indie and Apprentice » Fire Shading
- Jean-Luc Gason
- 15 posts
- Offline
Tried to play with the filter, set it to Gaussian, still the same problem, I'll do and attach a crop/zoom of the problem, so you can see it…
Houdini Indie and Apprentice » Fire Shading
- Jean-Luc Gason
- 15 posts
- Offline
Houdini Indie and Apprentice » Where is "Liquid from Object"?
- Jean-Luc Gason
- 15 posts
- Offline
Hi,
I might be wrong, but what you are looking for is located in the Particle Fluid tab, and is called Flip Fluid from Objects. Take a look at the screenshot.
I might be wrong, but what you are looking for is located in the Particle Fluid tab, and is called Flip Fluid from Objects. Take a look at the screenshot.
Houdini Indie and Apprentice » Fire Shading
- Jean-Luc Gason
- 15 posts
- Offline
Thanks, that helps a lot already.
I tend to see some “grid” or square cell in my rendered fire, even with volume set to 1 in mantra, is there another param i can tweak to get rid of that ?
I tend to see some “grid” or square cell in my rendered fire, even with volume set to 1 in mantra, is there another param i can tweak to get rid of that ?
Houdini Indie and Apprentice » Fire Shading
- Jean-Luc Gason
- 15 posts
- Offline
Hi,
Can someone point me to a good fire shading tutorial. I looked at the Pyro video's on SideFX.com but my main problem is that I'm trying to render fire like a god fireplace and all my fires lack transparency.
They are too opaque, too massive, and I don't seem to find the parameter I should play with to change that…
Of course being total beginner, I try to play with the built-in Flame shader, maybe it's the shader that is too basic to allow the renders I look for…
Can someone point me to a good fire shading tutorial. I looked at the Pyro video's on SideFX.com but my main problem is that I'm trying to render fire like a god fireplace and all my fires lack transparency.
They are too opaque, too massive, and I don't seem to find the parameter I should play with to change that…
Of course being total beginner, I try to play with the built-in Flame shader, maybe it's the shader that is too basic to allow the renders I look for…
Houdini Indie and Apprentice » Houdini Apprnetice and Cache
- Jean-Luc Gason
- 15 posts
- Offline
Ok, thanks a lot.
Having thought about it I also thought it would be a little too easy to let free version save simulations ^^;…
Having thought about it I also thought it would be a little too easy to let free version save simulations ^^;…
Houdini Indie and Apprentice » Houdini Apprnetice and Cache
- Jean-Luc Gason
- 15 posts
- Offline
Hi,
Starting to learn Houdini, I'm a former compositing artist (Media Illusion, yes that old) and always was kind of attracted by Houdini since version 8, but never got the time to go beyond the installation of trial until now…
I've got a lot of question, but here is the first one that I try to resolve :
Is caching simulation possible with Apprentice ?
I want to cache a fluid simulation, I tried several tutorial, but was unable to do it (the problem might be on my side), but then it struck me, is it even permitted with the Apprentice ? I tried the File node, nothing, and I saw tutorial speaking of a Dynamic node in the OUT context but it doesn't exist…
Thanks for your help,
Jean-Luc
Starting to learn Houdini, I'm a former compositing artist (Media Illusion, yes that old) and always was kind of attracted by Houdini since version 8, but never got the time to go beyond the installation of trial until now…
I've got a lot of question, but here is the first one that I try to resolve :
Is caching simulation possible with Apprentice ?
I want to cache a fluid simulation, I tried several tutorial, but was unable to do it (the problem might be on my side), but then it struck me, is it even permitted with the Apprentice ? I tried the File node, nothing, and I saw tutorial speaking of a Dynamic node in the OUT context but it doesn't exist…
Thanks for your help,
Jean-Luc
-
- Quick Links