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3rd Party » ZBRUSH - new install tip, finding houdini in GOZ
- Simon Pagas
- 8 posts
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I found a way that if you send the first test geo from zBrush to Houdini and then sending the main selected mesh from houdini to zBrush will not crash Houdini
Technical Discussion » VDB Volume Noise Help
- Simon Pagas
- 8 posts
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Sadly no, it did not helped in that case, but I found it useful in controlling the noise strength. Thank you
Houdini Indie and Apprentice » VDB Volume noise issues
- Simon Pagas
- 8 posts
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Thank you! Worked like a charm
But there are some issues with artefacts on some sides of the mesh
Hopefully, I understood it correctly:
Hip file
I have tried to expand vdb and increase volume resolution(resample) but still the same
But there are some issues with artefacts on some sides of the mesh
Hopefully, I understood it correctly:
Hip file
Image Not Found
I have tried to expand vdb and increase volume resolution(resample) but still the same
Edited by Simon Pagas - June 3, 2020 06:30:23
Houdini Indie and Apprentice » VDB Volume noise issues
- Simon Pagas
- 8 posts
- Offline
Hi,
Could anyone help me with VDB noises and let me know what did I do wrong here.
When I'm applying Unified noise, or any other Volume VOP noise it seems like it is not affected evenly.
The left image shows what effect I'm looking to get out
The right image shows what I'm getting out.
Seems like all noises are affected like that.
1. In Sops, I have converted geometry to VDB Surface
2. Convert VDB surface to SDF Fog
3. Added VDB ACtivate to expand Volume
4. VolumeVOP added Unified Aligator noise
5. Converting VDB Fog to SDF
6. Convert VDB to Polygons
Here is the Volume Vop node graph:
In this Image, I have applied noise just to X-axis by using
VectortoFloat to preview how the noise is applied. Seems like the noise is being projected straight through the X-axis.
Is there a way to get the noise going from the centre?
I might have done something wrong here or not completed enough
Thank you for any help provided
Could anyone help me with VDB noises and let me know what did I do wrong here.
When I'm applying Unified noise, or any other Volume VOP noise it seems like it is not affected evenly.
The left image shows what effect I'm looking to get out
The right image shows what I'm getting out.
Seems like all noises are affected like that.
1. In Sops, I have converted geometry to VDB Surface
2. Convert VDB surface to SDF Fog
3. Added VDB ACtivate to expand Volume
4. VolumeVOP added Unified Aligator noise
5. Converting VDB Fog to SDF
6. Convert VDB to Polygons
Here is the Volume Vop node graph:
In this Image, I have applied noise just to X-axis by using
VectortoFloat to preview how the noise is applied. Seems like the noise is being projected straight through the X-axis.
Is there a way to get the noise going from the centre?
I might have done something wrong here or not completed enough
Thank you for any help provided
Technical Discussion » VDB Volume Noise Help
- Simon Pagas
- 8 posts
- Offline
Hi,
Could anyone help me with VDB noises and let me know what did I do wrong here.
When I'm applying Unified noise, or any other Volume VOP noise it seems like it is not affected evenly.
The left image shows what effect I'm looking to get out
The right image shows what I'm getting out.
Seems like all noises are affected like that.
1. In Sops, I have converted geometry to VDB Surface
2. Convert VDB surface to SDF Fog
3. Added VDB ACtivate to expand Volume
4. VolumeVOP added Unified Aligator noise
5. Converting VDB Fog to SDF
6. Convert VDB to Polygons
Here is the Volume Vop node graph:
In this Image, I have applied noise just to X-axis by using
VectortoFloat to preview how the noise is applied. Seems like the noise is being projected straight through the X-axis.
Is there a way to get the noise going from the centre?
I might have done something wrong here or not completed enough
Thank you for any help provided
Could anyone help me with VDB noises and let me know what did I do wrong here.
When I'm applying Unified noise, or any other Volume VOP noise it seems like it is not affected evenly.
The left image shows what effect I'm looking to get out
The right image shows what I'm getting out.
Seems like all noises are affected like that.
1. In Sops, I have converted geometry to VDB Surface
2. Convert VDB surface to SDF Fog
3. Added VDB ACtivate to expand Volume
4. VolumeVOP added Unified Aligator noise
5. Converting VDB Fog to SDF
6. Convert VDB to Polygons
Here is the Volume Vop node graph:
In this Image, I have applied noise just to X-axis by using
VectortoFloat to preview how the noise is applied. Seems like the noise is being projected straight through the X-axis.
Is there a way to get the noise going from the centre?
I might have done something wrong here or not completed enough
Thank you for any help provided
Edited by Simon Pagas - June 2, 2020 07:30:20
Technical Discussion » VDB Unified Noise issue
- Simon Pagas
- 8 posts
- Offline
Hi everyone,
I have been playing around with VDB Unified noise and trying to figure out how to get it working correctly.
Im trying to get unified noise evenly through the object.
I have added alligator noise, but it doesn't seem like it's working correctly.
I'm trying to get any noise to look like this:
here is the cop network:
every time seems like noise pivot is in the wrong location or something.
I have been playing around with VDB Unified noise and trying to figure out how to get it working correctly.
Im trying to get unified noise evenly through the object.
I have added alligator noise, but it doesn't seem like it's working correctly.
I'm trying to get any noise to look like this:
here is the cop network:
every time seems like noise pivot is in the wrong location or something.
Edited by Simon Pagas - April 28, 2020 14:55:40
Technical Discussion » Rotate point normals 45 degrees on curve
- Simon Pagas
- 8 posts
- Offline
Hi everyone,
As a beginner in Houdini, I love it but having some problems using sweep node and point normals. The main idea is to extract curve and sweep on it using a custom shape built in illustrator. Every time the extracted curve is messing up normals.
As you can see the top bar with shorter than the sides due to normals rotation. How can I rotate normals 45 degrees within a curve that has 90 degrees angles? Or use another way to approach this. I have used Polyframe node, changed normal name to N or up, same to tangent name and bitangent ether to N or up, but it did not help.
With this, I want to create a door casing and continue building the doors and other details based by that extracted curve.
Door Construction [image.slidesharecdn.com]
I have experience working with 3Ds max and in general 3D knowledge. sadly i got stuck here DD
Thanks for any help )
As a beginner in Houdini, I love it but having some problems using sweep node and point normals. The main idea is to extract curve and sweep on it using a custom shape built in illustrator. Every time the extracted curve is messing up normals.
As you can see the top bar with shorter than the sides due to normals rotation. How can I rotate normals 45 degrees within a curve that has 90 degrees angles? Or use another way to approach this. I have used Polyframe node, changed normal name to N or up, same to tangent name and bitangent ether to N or up, but it did not help.
With this, I want to create a door casing and continue building the doors and other details based by that extracted curve.
Door Construction [image.slidesharecdn.com]
I have experience working with 3Ds max and in general 3D knowledge. sadly i got stuck here DD
Thanks for any help )
Edited by Simon Pagas - Dec. 10, 2018 12:02:00
Technical Discussion » Heightmap UDIM output
- Simon Pagas
- 8 posts
- Offline
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