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Technical Discussion » Gradient Fall-off Volume
- Tanner Chow
- 17 posts
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Technical Discussion » Gradient Fall-off Volume
- Tanner Chow
- 17 posts
- Offline
Hi everyone, I am dabbling with volumes recently and I wish to know how can I have a fall-off of volume, gradiently? (see image attached).
I have zero to minimal knowledge of volume vop. Forum Users talk about volume sample and volume gradient when I search on forums regarding this issue.
**Additional Info– Better still if I can control, say, point A is densest and point B is thinnest.**
Thank you in advance.
I have zero to minimal knowledge of volume vop. Forum Users talk about volume sample and volume gradient when I search on forums regarding this issue.
**Additional Info– Better still if I can control, say, point A is densest and point B is thinnest.**
Thank you in advance.
Houdini Indie and Apprentice » Split on Contact for Popnet(H13 onwards)
- Tanner Chow
- 17 posts
- Offline
Hi all,
how do I do a “split on contact” on particles in the popnet(H13 onwards)?
Did they rename the node or put it in somewhere?
I can think of this method where it's based on the numhit of a particle, I can have an expression for the emission attribute: $numhit>1
Thanks in advance!
how do I do a “split on contact” on particles in the popnet(H13 onwards)?
Did they rename the node or put it in somewhere?
I can think of this method where it's based on the numhit of a particle, I can have an expression for the emission attribute: $numhit>1
Thanks in advance!
Houdini Indie and Apprentice » Randomize texture on multiple objects by 'ids/ptnum'
- Tanner Chow
- 17 posts
- Offline
Hey guys,
How should I approach this?
Randomize texture on multiple objects by ‘ids/ptnum’
The way I do it was to add id using the point wrangle sop, using the material sop to call in the id attribute. I do not know how to progress from there.
Thanks!
How should I approach this?
Randomize texture on multiple objects by ‘ids/ptnum’
The way I do it was to add id using the point wrangle sop, using the material sop to call in the id attribute. I do not know how to progress from there.
Thanks!
Houdini Indie and Apprentice » 'Attribute' Help
- Tanner Chow
- 17 posts
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Just found out a way while digging through the forums.
Use a point wrangle with the code, “@id = @ptnum; ”
ID attribute appear in detail view.
Not sure if its the ‘proper’ way though. But I got what I want.
Let me know more methods if you guys have any.
Use a point wrangle with the code, “@id = @ptnum; ”
ID attribute appear in detail view.
Not sure if its the ‘proper’ way though. But I got what I want.
Let me know more methods if you guys have any.
Houdini Indie and Apprentice » 'Attribute' Help
- Tanner Chow
- 17 posts
- Offline
Hi guys,
I am quite lost in the attributes section. I have scatter some points on a geometry and I want to do something like copy objects on the scattered points based on points id or ptnum, how can i call the attributes(id/ptnum) out to play with? Don't see them in the details view.
Thanks for the help!
I am quite lost in the attributes section. I have scatter some points on a geometry and I want to do something like copy objects on the scattered points based on points id or ptnum, how can i call the attributes(id/ptnum) out to play with? Don't see them in the details view.
Thanks for the help!
Houdini Indie and Apprentice » 'Normal' Trouble
- Tanner Chow
- 17 posts
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Hi guys,
I am having some difficulties with normals. As seen in the image below, I need to make those normals, pointing-up, to point different directions in a more slanting/sloping manner.
My method was to group-paint parts with the normals pointing-up and use a point sop to add normals or to affect them but I want to know and try other method.
I heard about a way which uses vopsop and ‘normalize’ and fit range to marginalize the direction.
I would like to hear more about this method or other method from you guys, need some enlightenment.
Thanks!!
I am having some difficulties with normals. As seen in the image below, I need to make those normals, pointing-up, to point different directions in a more slanting/sloping manner.
My method was to group-paint parts with the normals pointing-up and use a point sop to add normals or to affect them but I want to know and try other method.
I heard about a way which uses vopsop and ‘normalize’ and fit range to marginalize the direction.
I would like to hear more about this method or other method from you guys, need some enlightenment.
Thanks!!
Houdini Indie and Apprentice » No Specular Angle in Material Shader Builder? (Houdini 14)
- Tanner Chow
- 17 posts
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Houdini Indie and Apprentice » No Specular Angle in Material Shader Builder? (Houdini 14)
- Tanner Chow
- 17 posts
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Hi guys,
Was dabbling with the material shader builder in Houdini 14 and looking through the Surface Model node, there doesn't seems to have specular angle in it, not like in Houdini 13.
Did they entirely removed the specular angle option or it's just shifted to somewhere else or rename it to something?
thanks
Was dabbling with the material shader builder in Houdini 14 and looking through the Surface Model node, there doesn't seems to have specular angle in it, not like in Houdini 13.
Did they entirely removed the specular angle option or it's just shifted to somewhere else or rename it to something?
thanks
Houdini Indie and Apprentice » Multiple circle stacked to form a spherical shape.
- Tanner Chow
- 17 posts
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Thanks guys for the different methods. I will study them.
You guys have been a great help!!
You guys have been a great help!!
Houdini Indie and Apprentice » Multiple circle stacked to form a spherical shape.
- Tanner Chow
- 17 posts
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Hi guys,
I am trying to form a spherical shape using multiple thicken circle stacked on top of each other (in the form of copy sop, see image below). The thing is i cant make the side/edge of it more into curve or roundish shape.
The thing I am trying to achieve is something or similar concept like a sphere sop set in
Primitive Type: Polygon Mesh
Connectivity: Rows
Thanks
I am trying to form a spherical shape using multiple thicken circle stacked on top of each other (in the form of copy sop, see image below). The thing is i cant make the side/edge of it more into curve or roundish shape.
The thing I am trying to achieve is something or similar concept like a sphere sop set in
Primitive Type: Polygon Mesh
Connectivity: Rows
Thanks
Houdini Indie and Apprentice » Material on different part of Object
- Tanner Chow
- 17 posts
- Offline
ok, I tried this method for the group paint sop and it works!
First I use a group paint sop to paint ‘group’ a specific area, then i use a group sop to convert the selected group from points to primitives and finally apply a material with that group as selection.
First I use a group paint sop to paint ‘group’ a specific area, then i use a group sop to convert the selected group from points to primitives and finally apply a material with that group as selection.
Houdini Indie and Apprentice » How to Pyro!
- Tanner Chow
- 17 posts
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I think the ‘Help’ Archive do explain every parameters in details. From there, you should be able to figure out how to control it well, like how much flame over smoke, how big should the flames be and so on…
Houdini Indie and Apprentice » Material on different part of Object
- Tanner Chow
- 17 posts
- Offline
I am trying for a more ‘art-direct’ approach where I can paint to determine where I want my material to be applied but to no avail.
I had tried using the group paint sop then followed by a material sop with points attribute selected the material still doesn't show up in the painted area.
I had tried using the group paint sop then followed by a material sop with points attribute selected the material still doesn't show up in the painted area.
Houdini Indie and Apprentice » Material on different part of Object
- Tanner Chow
- 17 posts
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MartybNz
You can use a ‘bounding sphere’ in the GroupSop
Cool! Thanks for the help. It works!
Houdini Indie and Apprentice » Material on different part of Object
- Tanner Chow
- 17 posts
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carlo_c
You can make a group for the ball and a group for the spikes, then assign different materials to each group.
It's hard to say how you'd select all the spikes though without seeing an image, did you create the ball and spikes in Houdini or import it from another application?
It's not spikes, just using spikes as an example.
The object is a whole. It's modeled in Houdini, it's a VDB converted polygon.
Edited by - Feb. 13, 2015 02:43:57
Houdini Indie and Apprentice » Material on different part of Object
- Tanner Chow
- 17 posts
- Offline
Hi guys!
I have 1 object, a ball with spikes around it. How do I apply a different material on the spikes? Say I want the ball to be wood and the spikes to be metal? and there are too many spikes to select individually and everything is one full geometry.
How do I work my way through this?
Does bounding box work in this case?
Thank you,
Tanner
I have 1 object, a ball with spikes around it. How do I apply a different material on the spikes? Say I want the ball to be wood and the spikes to be metal? and there are too many spikes to select individually and everything is one full geometry.
How do I work my way through this?
Does bounding box work in this case?
Thank you,
Tanner
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