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Technical Discussion » FBX shader does not recognize alpha channel
- Talebinezhad
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Now my error is fixed but still no clipping . i have a tga picture with alpha in the tab 1 as diffuse . have to add a b&w pic as opacity ?
Technical Discussion » FBX shader does not recognize alpha channel
- Talebinezhad
- 10 posts
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Technical Discussion » failed downloads
- Talebinezhad
- 10 posts
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try to download with a manager . so you can continue your failed progress . try download them all on firefox .
you will love houdini i bet !
you will love houdini i bet !
Technical Discussion » FBX shader does not recognize alpha channel
- Talebinezhad
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Hello
i have imported a fbx model with textures but i have an error on fbx surface shader node in OGL alpha .
OGL alpha parameters : clamp(ch('opacityr')*ch('opacity_mult'),.1,1)
and in the next node “suboutput” i get this error :
channel evaluation error
traceback (most recent call last)
file “<stdin>”, line 1, in <module>
name error : name ‘clamp’ is not defined
thank you.
i have imported a fbx model with textures but i have an error on fbx surface shader node in OGL alpha .
OGL alpha parameters : clamp(ch('opacityr')*ch('opacity_mult'),.1,1)
and in the next node “suboutput” i get this error :
channel evaluation error
traceback (most recent call last)
file “<stdin>”, line 1, in <module>
name error : name ‘clamp’ is not defined
thank you.
Technical Discussion » Rendering bounding lines with different width and intensity
- Talebinezhad
- 10 posts
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Klockworksthank you ,its a good idea … but i think working with shaders is closer to my needs.
Well the easiest solution would be put whatever you want into the input of a box. This will resize the box to fit the bounds of your object. Next you can use either a poly wire to get real thick wires or an ends to destroy all the polygons and keep edges(which you can render).
Technical Discussion » Rendering bounding lines with different width and intensity
- Talebinezhad
- 10 posts
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aiworksthank you ,very useful guide i will search for it.
Hi,
AFAIK, it is fully doable, but requires some vex/vop work in shaders.
I can't point you to any specific piece of documentation for mantra, but I recall that in one of the basic Renderman/RSL books there was a recipe for similar effect. It is called overpainting, and, in brief, it is achieved by sampling the render color (e.g. as output by wren) and then replacing it with a piece of a brush-like bitmap texture.
Cheers,
Greg
Technical Discussion » Rendering bounding lines with different width and intensity
- Talebinezhad
- 10 posts
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Hello everyone , i was thinking of a way to render bounding lines ( like vector renderer wren or viewport hidden line render or everything else ) , but with a special effect . lines with different width and different intensity . like drawing a line with ink and a round brush . anyone has an idea for this ? is it possible ?
i add an image drawn by pencil to express what i mean …
thanks you
i add an image drawn by pencil to express what i mean …
thanks you
Houdini Indie and Apprentice » Rendering Issues
- Talebinezhad
- 10 posts
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Technical Discussion » How to export the whole in obj at once ?
- Talebinezhad
- 10 posts
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Technical Discussion » How to export the whole in obj at once ?
- Talebinezhad
- 10 posts
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Is it possible to export the whole objects at once in a non fbx format , for example OBJ :?: thank you . . .
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