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Houdini Indie and Apprentice » Houdini Profile Directory
- ManDay
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Lol, no you don't understand me: I want to remove this folder from there because it annoys me. Maybe you understand it better if you think of me as being a pedant then
Houdini Indie and Apprentice » Texture in viewport
- ManDay
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Check out some tutorials on texturing and modelling, I've not seen it differently. As for the OpenGL Texture go to the surface vop of the material, such as the vop vex surface and in the properties you should be able to add a OGL layer. as i said, its just a textzre and I have no clue how this relates to UVs and so forth, but it's the best thing I can tell you. Someone will sure give a better reply in a while.
Houdini Indie and Apprentice » Texture in viewport
- ManDay
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I've not gone alot into texturing and modeling yet but if I'm not mistaken the only to display textures in the viewport is to do manually what other packages do automatically and more or less transparently for you that is telling OpenGL how to render the object. A material can be given OpenGL layers, how in details these textures are then UV mapped I've yet to figure out. If you want to see more than just a texture on your object (say lighting) which come from the matra shader you will have to render, I think. There is a render-pane which uses a raytracer and can give you a quick preview - it might be more handy then rendering out differently.
Houdini Indie and Apprentice » UV Mapping in Houdini?
- ManDay
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Sorry I don't want to come across impolite or even as your effort wouldn't matter, I currently just learning houdini at other places. I installed your tool and I'm 100% going to use it with texturing and will then provide feedback. Sorry again.
Houdini Indie and Apprentice » Houdini Profile Directory
- ManDay
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Houdini Indie and Apprentice » Houdini Profile Directory
- ManDay
- 40 posts
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No one? I'm not a pedant but I'd prefer if Houdini wouldn't throw this into my neatly arranged directory structure or at least hide it as a dot-file. A dev maybe? :roll:
Houdini Indie and Apprentice » Houdini Profile Directory
- ManDay
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I'm using Linux and houdini created a directory houdini10 in my home directory which I would like to get rid of. Is there a way to make houdini put the folder somewhere else/under antoher name?
Technical Discussion » Bump Mapping
- ManDay
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Erm, all the time I was looking in the VOP RSL surface shop, sorry - i should read better
Technical Discussion » Bump Mapping
- ManDay
- 40 posts
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i didnt find that. I looked into the docs for a bump and I found http://localhost:48626/nodes/vop/bumpmap [localhost] to be the only possibility. i pressed tab in surface context and there was nothing starting with “bump” so i gave up. what is the name of the op that you are refering to?
Technical Discussion » Bump Mapping
- ManDay
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ah cool, i didnt know that there is a displacement vop for surfaceshaders. that sounds like bumpmapping. i thought by refering to the normals you were refering to normal mapping- thanks then
Technical Discussion » Bump Mapping
- ManDay
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Turning a bump into a normal map is nothing that I'd just do in a quick VEX network (unless there is a gradient-operator somewhere), so I don't know how affecting the normal could be of any help in regard to bumpmapping. But thanks for the hint on fake displacement - I didn't understand that I'd have to add the parameter on my displacement shader.
Technical Discussion » Bump Mapping
- ManDay
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So I found this thread because I do not understand how to do bumbmapping. Well, actually I know how it works but I'm not quite sure I get the houdini approach on it. Since bumpmapping is such a common task I assume there is an easier way then coding the effecta of a bump oneself in an illuminance loop - Ii hope there is!?
is there?
is there?
Houdini Indie and Apprentice » Noob Questions
- ManDay
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Does anyone know how to make a closed NURBS curve without the interior getting a surface?
Technical Discussion » reflect sky in houdini
- ManDay
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Some expert will probably tell me to go back to my tutorials and not tell you wrong things but I assume that you wouldn't do that without a geometrical representation in your scene if you didn't do it in compositing (double negation, watch out! )
That's just how Houdini does business to my perception and I like it. In maya, max, c4d and so on you set a dubious imageplane and later use a distinct composer to fix what the app couldnt do right in the first place. in houdini you get a clearly structured pipeline just within the app!
edit: oh, and about reflections, good question. dont really have a clue how to do this the right way but I assume you set your shader to reflect a certain bg and compose the actual bg in
edit: talkative, yey!
That's just how Houdini does business to my perception and I like it. In maya, max, c4d and so on you set a dubious imageplane and later use a distinct composer to fix what the app couldnt do right in the first place. in houdini you get a clearly structured pipeline just within the app!
edit: oh, and about reflections, good question. dont really have a clue how to do this the right way but I assume you set your shader to reflect a certain bg and compose the actual bg in
edit: talkative, yey!
Technical Discussion » Trouble with null node...
- ManDay
- 40 posts
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I wouldn't recomment overdoing your whole OS before you haven't checked out at least the first options you have. Dive into /houdini/scripts/python/objtoolutils.py and try out some things. I'vent gone through that file in all detail but it should boil down to a sequence of commands which lay down the container and a NULL obj inside. Once you have found them, try to run them one after one in Houdinis py-console and thus figure out which command exactly is causing the problem.
That's all the help I can give you so far. I'm not a python programmer myself but it appears to be a fairly simple script and you should be able to locate the crucial commands in question.
bonne chance
That's all the help I can give you so far. I'm not a python programmer myself but it appears to be a fairly simple script and you should be able to locate the crucial commands in question.
bonne chance
Technical Discussion » Small issues
- ManDay
- 40 posts
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No, one object works fine. But as soon as I got a cube and a Grid (say) the Grid takes the material most of the time. As I said, it's ok - I can also select the object and ASSIGN the material - I was just wondering. Thanks for the reply.
PS: I get a greater chance of haing the cube receive the mat when I first select it. It's not a sure bet though.
PS: I get a greater chance of haing the cube receive the mat when I first select it. It's not a sure bet though.
Technical Discussion » Trouble with null node...
- ManDay
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Ok, that you see the Control OP rendered is a good sign and means that your NULL node can be fixed one way or another. We just have to figure out how
Next test: Open the file attached (it's just a NULL node). Does this NULL render out correctly? If yes, we can be sure that it's just the tool that is broken and you'll (we) have to look into that
Next test: Open the file attached (it's just a NULL node). Does this NULL render out correctly? If yes, we can be sure that it's just the tool that is broken and you'll (we) have to look into that
Houdini Lounge » proper sBlend
- ManDay
- 40 posts
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a quick question by the way: what is the general houdini approach to morph blending objects of different geometry?
Technical Discussion » Trouble with null node...
- ManDay
- 40 posts
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Given that he re-installed houdini and deleted his preferences PLUS the fact that inside the node object there are no OPs I think this is definitely no problem of display settings.
A few tests:
Right click the Null in the shelf, choose “Edit tool” and paste whats in the script and context tab.
create a geomtry object, delete the file OP inside it and drop a control-OP, does this work and does the control op show up in the viewport?
are any other tools malfunctioning?
A few tests:
Right click the Null in the shelf, choose “Edit tool” and paste whats in the script and context tab.
create a geomtry object, delete the file OP inside it and drop a control-OP, does this work and does the control op show up in the viewport?
are any other tools malfunctioning?
Houdini Indie and Apprentice » How do light/shadow shaders work?
- ManDay
- 40 posts
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I've followed PQs tutorial on GI and I'm afraid I don't understand how light- and shadow shaders really work. If there is a dedicated section in the manual which you think can help me with that please redirect me, I couldn't find anything (even the Help on Light-Template has no mention of shaders, although they are clearly part of the node).
So I create a random spotlight but there is of course no GI in the scene. But when I create a separate Light Template - which, according to the manual, is just a “Light Skeleton” - and give the latter a light shader of type VEX GI, all geometry gets GI.
I can vaguely guess that a Light Template with a GI shader does actually not affect other lights, but plays the special role of lighting up areas where it deems GI takes place. The GI shader makes the Light Template behave not like a “normal lght” but calculates lighting (and shadowing - how is this distinguished?) on it's complete own.
That makes me assume that a light shader can make a light do virtually anything - given how exotic a GI light works. Then I look into a regular light to figure out what kind of light shader these use but all I find is circles and cones in its SOP net?
I don't get it.
What appears even less understandable to me is how Light (shaders) and Surfaces (shaders) play together. I've also watched the tutorial on shading and I get the point that a surface shader is queried for every pixel, given inclination and normal as its input and expecting a diffuse color as output.
My best guess is that the render engine obtains all lights in a scene, merges the information into a resulting ray which is then passed on to the surface shader. But how would work this together with GI? Does GI have a explicit inclination/ray?
These are just a few questions, I hope I could at least convey my confusion on this topic.
Thanks :roll:
So I create a random spotlight but there is of course no GI in the scene. But when I create a separate Light Template - which, according to the manual, is just a “Light Skeleton” - and give the latter a light shader of type VEX GI, all geometry gets GI.
I can vaguely guess that a Light Template with a GI shader does actually not affect other lights, but plays the special role of lighting up areas where it deems GI takes place. The GI shader makes the Light Template behave not like a “normal lght” but calculates lighting (and shadowing - how is this distinguished?) on it's complete own.
That makes me assume that a light shader can make a light do virtually anything - given how exotic a GI light works. Then I look into a regular light to figure out what kind of light shader these use but all I find is circles and cones in its SOP net?
I don't get it.
What appears even less understandable to me is how Light (shaders) and Surfaces (shaders) play together. I've also watched the tutorial on shading and I get the point that a surface shader is queried for every pixel, given inclination and normal as its input and expecting a diffuse color as output.
My best guess is that the render engine obtains all lights in a scene, merges the information into a resulting ray which is then passed on to the surface shader. But how would work this together with GI? Does GI have a explicit inclination/ray?
These are just a few questions, I hope I could at least convey my confusion on this topic.
Thanks :roll:
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