Thanks mestela, the node is just what i want.
One problem left is the Physically Based Diffuse in translucent mode shows nothing in viewport, what's the usage of this node ?
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Technical Discussion » How to visualize BSDF information as a 3D lobe plot ?
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Technical Discussion » How to visualize BSDF information as a 3D lobe plot ?
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- 7 posts
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Hi,
To make the BSDF output of some physically based nodes more readable i would like to represent it as a 3D lobe plot (as i usually see in some siggraph papers). The first problem i encountered is that no node provides a functionality to convert a BSDF data to a array list (I expect the BSDF information would be represnt by an array with RGB radiance value corresponding to uniform sampled direction on hemisphere\sphere), is there a way to achieve the effect i just mentioned ?
The purpose of visualizing BSDF information dues to my curiosity about some BRDFs provided by Houdini that i'm not familiar with such as Physically Based Diffuse in translucent mode, Physically Based Specular in GGX mode(I've implemented a simple scene to test this BSDF model but it not take effect at all, I still use H14 now), and Physically Based Phase Function (I expect it may be the implementation of Mie scatter or Rayleigh scatter but can't make sure until make it visializable), and I think it would be a good idea to explicitly know the effect of each parameter to BSDFs lobe.
Any advice about this issue ?
To make the BSDF output of some physically based nodes more readable i would like to represent it as a 3D lobe plot (as i usually see in some siggraph papers). The first problem i encountered is that no node provides a functionality to convert a BSDF data to a array list (I expect the BSDF information would be represnt by an array with RGB radiance value corresponding to uniform sampled direction on hemisphere\sphere), is there a way to achieve the effect i just mentioned ?
The purpose of visualizing BSDF information dues to my curiosity about some BRDFs provided by Houdini that i'm not familiar with such as Physically Based Diffuse in translucent mode, Physically Based Specular in GGX mode(I've implemented a simple scene to test this BSDF model but it not take effect at all, I still use H14 now), and Physically Based Phase Function (I expect it may be the implementation of Mie scatter or Rayleigh scatter but can't make sure until make it visializable), and I think it would be a good idea to explicitly know the effect of each parameter to BSDFs lobe.
Any advice about this issue ?
Houdini Indie and Apprentice » Some question about Facet Node
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Thanks Gerlandox, i got the result you mentioned.
I think i'm looking for more basic concept behind these operation. To make things clear i begin with the basic question: where primitive normal come from if a primitive is not a plain ?
I think i'm looking for more basic concept behind these operation. To make things clear i begin with the basic question: where primitive normal come from if a primitive is not a plain ?
Houdini Indie and Apprentice » Some question about Facet Node
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hi,
I'm confuse with the normal issue after reading the description about Fecet Node, it says “you can compute surface normals before making vertices (the points of each polygon) unique, which gives you the unusual result of smooth shading and unique point …”, does this implies surface normal derived from vertex normal ? As i remembered surface/primitive normal could not changed directly, and after i do facet it seems the affect is opposite,i.e. vertex normal will be derived from surface normal if Pre\Post-Compute Normal is active. For surface normal and vertex normal, which one is predominant ?
Another question is why Facet need two Compute Normal action ?(Pre\Post-Compute Normal) I don't see the difference effect on vertex normal, Is there an good example show the difference ?
Thanks !
I'm confuse with the normal issue after reading the description about Fecet Node, it says “you can compute surface normals before making vertices (the points of each polygon) unique, which gives you the unusual result of smooth shading and unique point …”, does this implies surface normal derived from vertex normal ? As i remembered surface/primitive normal could not changed directly, and after i do facet it seems the affect is opposite,i.e. vertex normal will be derived from surface normal if Pre\Post-Compute Normal is active. For surface normal and vertex normal, which one is predominant ?
Another question is why Facet need two Compute Normal action ?(Pre\Post-Compute Normal) I don't see the difference effect on vertex normal, Is there an good example show the difference ?
Thanks !
Houdini Indie and Apprentice » Does knife SOP and clip SOP the same node ?
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Houdini Indie and Apprentice » Cutoff Frequency parameter in Smooth SOP ...
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hi,
Since i can expect the smoothing iterations parameter in Smooth SOP may means how many times an average calculation executed, another parameter cutoff frequency doesn't show me clear enough effect. what “frequency” it considered ? Is the point position variation in a unit area or somethng else ? Where could i find more detail about this ?
Thanks for any suggestion.
Since i can expect the smoothing iterations parameter in Smooth SOP may means how many times an average calculation executed, another parameter cutoff frequency doesn't show me clear enough effect. what “frequency” it considered ? Is the point position variation in a unit area or somethng else ? Where could i find more detail about this ?
Thanks for any suggestion.
Houdini Indie and Apprentice » Does knife SOP and clip SOP the same node ?
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hi,
I just curios about the difference about these two SOP, they looks so similar … For what reasons dose houdini have such design ?
I just curios about the difference about these two SOP, they looks so similar … For what reasons dose houdini have such design ?
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