Thanks! this is ideal!
cheers!
J.
Found 42 posts.
Search results Show results as topic list.
Technical Discussion » Dithering a renderer
- JohnBardakos
- 57 posts
- Offline
Technical Discussion » Dithering a renderer
- JohnBardakos
- 57 posts
- Offline
Hi,
I am trying to achieve an ordered dithering effect for a render.
(digital halftoning,image quantizing)
I want to achieve an 1984 1985 look of CGA graphics card
like this Matlab trick :
http://www.mathworks.com/access/helpdesk_r13/help/toolbox/images/color7.html [mathworks.com]
I found a PS way to do it (using GIF export feature)
I also found a few algorithms to do it in Processing…
I was wondering if there is a way to do it in COPS or something inside houdini…
cheers!
J
I am trying to achieve an ordered dithering effect for a render.
(digital halftoning,image quantizing)
I want to achieve an 1984 1985 look of CGA graphics card
like this Matlab trick :
http://www.mathworks.com/access/helpdesk_r13/help/toolbox/images/color7.html [mathworks.com]
I found a PS way to do it (using GIF export feature)
I also found a few algorithms to do it in Processing…
I was wondering if there is a way to do it in COPS or something inside houdini…
cheers!
J
Technical Discussion » Protein Database files (.PDB) and Houdini.
- JohnBardakos
- 57 posts
- Offline
http://www.wwpdb.org/docs.html [wwpdb.org]
(file format info among others)
http://cvcweb.ices.utexas.edu/software/ [cvcweb.ices.utexas.edu]
(these guys @CVC work alot with Pdb format ..)
http://www.chromecow.com/index.php?s=PDB&submit=Go [chromecow.com]
(for LW)
http://www.highend3d.com/maya/downloads/mel_scripts/modeling/misc/pdbReader-1641.html [highend3d.com]
(For Maya)
http://www.highend3d.com/3dsmax/downloads/scripts/utility_external/import/Molecule-Importer-4407.html [highend3d.com]
(for 3DSMax)
or here :
http://www.mtco.com/~cwtooley/Molecule/ [mtco.com]
(ouch ..my eyes)
http://www.malte-reimold.de/blender/pdb2blend.html [malte-reimold.de]
(for blender
)
(file format info among others)
http://cvcweb.ices.utexas.edu/software/ [cvcweb.ices.utexas.edu]
(these guys @CVC work alot with Pdb format ..)
http://www.chromecow.com/index.php?s=PDB&submit=Go [chromecow.com]
(for LW)
http://www.highend3d.com/maya/downloads/mel_scripts/modeling/misc/pdbReader-1641.html [highend3d.com]
(For Maya)
http://www.highend3d.com/3dsmax/downloads/scripts/utility_external/import/Molecule-Importer-4407.html [highend3d.com]
(for 3DSMax)
or here :
http://www.mtco.com/~cwtooley/Molecule/ [mtco.com]
(ouch ..my eyes)
http://www.malte-reimold.de/blender/pdb2blend.html [malte-reimold.de]
(for blender
)
Technical Discussion » Protein Database files (.PDB) and Houdini.
- JohnBardakos
- 57 posts
- Offline
Technical Discussion » Protein Database files (.PDB) and Houdini.
- JohnBardakos
- 57 posts
- Offline
I am currently working with PDB files and was thinking about the same thing about a week ago.
I finaly decided that i didnt have enough time to start experimenting with Hscript and to cheat and work with pointclouds exported from LW…
(there is an older but really good PDB reader or LW @ chromecow.com)
there are a few Maya PDB readers tho @highend3d.com
so if you know anyone that can handle MEL and use the same technique
i dont think it would be too difficult…
U can also use Chimera and export RIBs
(Even blender has a PDB importer i u want)
(not to mention POVray)
cheers
J.
I finaly decided that i didnt have enough time to start experimenting with Hscript and to cheat and work with pointclouds exported from LW…
(there is an older but really good PDB reader or LW @ chromecow.com)
there are a few Maya PDB readers tho @highend3d.com
so if you know anyone that can handle MEL and use the same technique
i dont think it would be too difficult…
U can also use Chimera and export RIBs
(Even blender has a PDB importer i u want)
(not to mention POVray)
cheers
J.
Houdini Lounge » Electron microscope shader
- JohnBardakos
- 57 posts
- Offline
Ok this is from Steve Upstill Renderman Companion…
“The shading normal vector N is by default equal to Ng but maybe different for shading purposes.If a displacement shader changes the surface normal it usually works on N and leaves Ng alone”
I wonder if the same thing happens with bump
“The shading normal vector N is by default equal to Ng but maybe different for shading purposes.If a displacement shader changes the surface normal it usually works on N and leaves Ng alone”
I wonder if the same thing happens with bump
Houdini Lounge » Electron microscope shader
- JohnBardakos
- 57 posts
- Offline
thanx! it works exactly as imagined…
I originaly used N not Ng for the normal it still produces the same result tho..
what is their difference ?..cant find any info anywhere….
J.
I originaly used N not Ng for the normal it still produces the same result tho..
what is their difference ?..cant find any info anywhere….
J.
Houdini Lounge » Electron microscope shader
- JohnBardakos
- 57 posts
- Offline
Houdini Lounge » Electron microscope shader
- JohnBardakos
- 57 posts
- Offline
kind of like this one .. but a bit less diffuse on the 90 angles..
more black there..
http://pixel-samurai.blogspot.com/ [pixel-samurai.blogspot.com]
more black there..
http://pixel-samurai.blogspot.com/ [pixel-samurai.blogspot.com]
Houdini Lounge » Electron microscope shader
- JohnBardakos
- 57 posts
- Offline
hiya,
iam back in the vex exploring business and i am tryin to achieve
an electron microscope shader look..
i am really stuck in the begining trying to achieve the diffuse color
to get white when the incidence angle is 0 (at the boudnaries of the geometry)
and black when the angle is 90…
kind of like the edge fallof but inverted…
i tried to disect the edge fallof but had no luck… any ideas to get me started?
cheers J.
iam back in the vex exploring business and i am tryin to achieve
an electron microscope shader look..
i am really stuck in the begining trying to achieve the diffuse color
to get white when the incidence angle is 0 (at the boudnaries of the geometry)
and black when the angle is 90…
kind of like the edge fallof but inverted…
i tried to disect the edge fallof but had no luck… any ideas to get me started?
cheers J.
Houdini Lounge » New Houdini Pricing
- JohnBardakos
- 57 posts
- Offline
Houdini Lounge » New Houdini Pricing
- JohnBardakos
- 57 posts
- Offline
Can someone help me with the term
“unlimited access to Mantra render tokens”
we were about to get 1 Houdini Escape at the studio.
obviously we dont need to buy rplus now since it is in the Escape offer…
but if we dont need to buy extra Mantra licenses (at 1000$ each) that is unreal..
cheers
J..
“unlimited access to Mantra render tokens”
we were about to get 1 Houdini Escape at the studio.
obviously we dont need to buy rplus now since it is in the Escape offer…
but if we dont need to buy extra Mantra licenses (at 1000$ each) that is unreal..
cheers
J..
Houdini Lounge » Houdini v9?
- JohnBardakos
- 57 posts
- Offline
maybe it is just a typo and the K of PEEK wasnt meant to exist…
having it like “SNEAK PEE” the liquid drops are easily justified….
:-)
of course on the other hand the number of drops is 10 ..which is a great number in arithmology :-)….
PS.Lisux congratulations for Spain's basketball world championship… :evil:
having it like “SNEAK PEE” the liquid drops are easily justified….
:-)
of course on the other hand the number of drops is 10 ..which is a great number in arithmology :-)….
PS.Lisux congratulations for Spain's basketball world championship… :evil:
Houdini Lounge » Motion Graphics (Logo work)
- JohnBardakos
- 57 posts
- Offline
Houdini Lounge » Motion Graphics (Logo work)
- JohnBardakos
- 57 posts
- Offline
yep shading types lighting models i am not very good with proper terminology…
i guess it means the way light interpolates between points on a surface during rendering right?so the way lights “shades” the surface…
i didnt have time to check the hip file i will do it in a few mins
but here is my original hip…
btw with primitive normals on…
here is what i get.. :-)
i guess it means the way light interpolates between points on a surface during rendering right?so the way lights “shades” the surface…
i didnt have time to check the hip file i will do it in a few mins
but here is my original hip…
btw with primitive normals on…
here is what i get.. :-)
Houdini Lounge » Motion Graphics (Logo work)
- JohnBardakos
- 57 posts
- Offline
in art liberty and potential for the tools is always welcome.
everything is great as long as u adapt it to a productive workflow.
even oil colors are so much beter than acrylic paint but u dont have to always paint with them…
sometimes even a pencil is more useful :-)
nuff with the philosophical thoughts :-)
any ideas on the smooth shading istuff?
.btw lightwave now has more shading types..
everything is great as long as u adapt it to a productive workflow.
even oil colors are so much beter than acrylic paint but u dont have to always paint with them…
sometimes even a pencil is more useful :-)
nuff with the philosophical thoughts :-)
any ideas on the smooth shading istuff?
.btw lightwave now has more shading types..
Houdini Lounge » Motion Graphics (Logo work)
- JohnBardakos
- 57 posts
- Offline
i understand how u feel :-)
The thing is that i am used with a much easier way for rendering …
(Lightwave's)
it is like driving a vespa fast cheap easy fun…
but then again mantra is like a big truck that contains 20 vespas and a few
Ducatti's in a container…
but u have to find out how to park the truck and unload the vespas :-)
…still it is great oportunity for learning..
The thing is that i am used with a much easier way for rendering …
(Lightwave's)
it is like driving a vespa fast cheap easy fun…
but then again mantra is like a big truck that contains 20 vespas and a few
Ducatti's in a container…
but u have to find out how to park the truck and unload the vespas :-)
…still it is great oportunity for learning..
Houdini Lounge » Motion Graphics (Logo work)
- JohnBardakos
- 57 posts
- Offline
Houdini Lounge » Motion Graphics (Logo work)
- JohnBardakos
- 57 posts
- Offline
Ill do a last effort on my own and if nothing happens ill upload a hip file…
the main problem that i see is that smooth shading is on or off
in order to control it more i have to do something different ..probably with the facet op…
in my case i try to put one of the preset gold shaders and if i have smooth shading the result is ..mushy?
if i dont is almost what i want..
the main problem that i see is that smooth shading is on or off
in order to control it more i have to do something different ..probably with the facet op…
in my case i try to put one of the preset gold shaders and if i have smooth shading the result is ..mushy?
if i dont is almost what i want..
Houdini Lounge » Motion Graphics (Logo work)
- JohnBardakos
- 57 posts
- Offline
hmm i might be getting that all wrong…
but in order to control the smooth shading of the model
shouldnt i add a Facet Op ?
but in order to control the smooth shading of the model
shouldnt i add a Facet Op ?
-
- Quick Links