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SideFX Labs Tech Art Challenge 2021 » Congratulations to the Winners!
- Techie
- 17 posts
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SideFX Labs Tech Art Challenge 2021 » WIP - Color Sampler [Houdini Utility]
- Techie
- 17 posts
- Offline
I've updated the asset to version 2.9.
- It's now possible to display a screenshot of the selected screen in the viewport.
- Color hue/saturation/value/brightness can now be clamped to a specific range and colors can be removed if they are outside of the range.
- Various minor changes and fixes.
Edited by Techie - Oct. 27, 2021 14:04:21
SideFX Labs Tech Art Challenge 2021 » Best Houdini Utility Entries
- Techie
- 17 posts
- Offline
Hi!
This is my entry to the Houdini Utility category:
Color Sampler
Description
Sampling colors is usually done by manually clicking on an image or the screen, one color at a time.
The Color Sampler asset can automatically sample multiple colors from an image/screen.
Points are generated over the image/screen and then each point samples the color of the nearest pixel.
The colors are then stored in a color ramp.
Manually sampling by drawing on the image/screen is also possible.
It also allows modifying the colors in various ways and the colors can be exported for use in other applications.
Features
Use cases
Version: 2.8
Date: 29 September 2021
This is my entry to the Houdini Utility category:
Color Sampler
Description
Sampling colors is usually done by manually clicking on an image or the screen, one color at a time.
The Color Sampler asset can automatically sample multiple colors from an image/screen.
Points are generated over the image/screen and then each point samples the color of the nearest pixel.
The colors are then stored in a color ramp.
Manually sampling by drawing on the image/screen is also possible.
It also allows modifying the colors in various ways and the colors can be exported for use in other applications.
Features
- Sample pixel colors by drawing or generating points on the image/screen and store the sampled colors in a ramp.
- Resize and blur the image.
- Sample all pixels between two or more points.
- Snap points to pixels.
- Sample raw or filtered (interpolated) colors.
- Sample unique colors.
- Sample the most frequent (or dominant) colors by grouping them by similarity or by counting the occurrences of each color.
- Draw on the screen: manually draw points on one or more screens. Inspect pixels by showing color values, pixel coordinates and sample count next to the cursor. Enable/disable/remove strokes.
- Draw in the viewport: manually draw points in the viewport to sample the image/screen. Resample and enable/disable/remove strokes.
- Line sampling: use points on one or more lines to sample the image/screen. Set the line positions using local space coordinates or pixel coordinates which allows for exact positioning, rotate the lines and extend the lines to the image/screen bounds.
- Grid sampling: use points on a grid or sample every nth pixel of the image/screen.
- Random sampling: use randomly distributed points to sample the image/screen.
- Input sampling: use points connected to the input pin of the node to sample the image/screen or keep the existing point colors.
- Get the average sample color and average image color.
- Sort colors by hue/saturation/value/brightness.
- Compare colors using "Lab Delta E CIE94", hue, saturation or value/brightness and remove colors that differ less than a specified value.
- Override the sampled colors by setting/adding/multiplying the hue, saturation or value/brightness.
- Translate all of the colors in the ramp and optionally repeat the positions at the start/end of the ramp.
- Apply noise to the position of each color in the ramp.
- Scroll through the colors in the ramp.
- Display samples in the viewport as points/nulls/circles/planes/boxes and as color swatches.
- Set the sample size to the pixel size.
- Set the image transparency and filter: "linear" for smoothed colors when zoomed in or "nearest" for a pixelated look.
- Set the max number of colors that can be stored in the ramp, shown in the viewport and output from the node.
- Export the colors to an image: either as the swatches shown in the viewport or as they are shown in the color ramp. Set the image size and the number of pixels per color.
- Export the colors to a JSON text file: store the colors as float values, integer values or hex values and with a color ID.
- Fully documented parameters.
- Node type: SOP
Use cases
- Link the color ramp to other ramps to apply the colors to textures or geometry.
- Create color themes.
- Modify existing point colors.
- Export the colors for use in other applications.
Version: 2.8
Date: 29 September 2021
Edited by Techie - Sept. 30, 2021 17:05:20
SideFX Labs Tech Art Challenge 2021 » WIP - Color Sampler [Houdini Utility]
- Techie
- 17 posts
- Offline
Hi!
This is my entry to the Houdini Utility category:
Color Sampler
Description
Sampling colors is usually done by manually clicking on an image or the screen, one color at a time.
The Color Sampler asset can automatically sample multiple colors from an image/screen.
Points are generated over the image/screen and then each point samples the color of the nearest pixel.
The colors are then stored in a color ramp.
Manually sampling by drawing on the image/screen is also possible.
It also allows modifying the colors in various ways and the colors can be exported for use in other applications.
Features
Use cases
Version: 2.8
Date: 29 September 2021
Version: 2.9
Date: 27 October 2021
Supported Houdini version: 18.5
This is my entry to the Houdini Utility category:
Color Sampler
Description
Sampling colors is usually done by manually clicking on an image or the screen, one color at a time.
The Color Sampler asset can automatically sample multiple colors from an image/screen.
Points are generated over the image/screen and then each point samples the color of the nearest pixel.
The colors are then stored in a color ramp.
Manually sampling by drawing on the image/screen is also possible.
It also allows modifying the colors in various ways and the colors can be exported for use in other applications.
Features
- Sample pixel colors by drawing or generating points on the image/screen and store the sampled colors in a ramp.
- Resize and blur the image.
- Sample all pixels between two or more points.
- Snap points to pixels.
- Sample raw or filtered (interpolated) colors.
- Sample unique colors.
- Sample the most frequent (or dominant) colors by grouping them by similarity or by counting the occurrences of each color.
- Draw on the screen: manually draw points on one or more screens. Inspect pixels by showing color values, pixel coordinates and sample count next to the cursor. Enable/disable/remove strokes.
- Draw in the viewport: manually draw points in the viewport to sample the image/screen. Resample and enable/disable/remove strokes.
- Line sampling: use points on one or more lines to sample the image/screen. Set the line positions using local space coordinates or pixel coordinates which allows for exact positioning, rotate the lines and extend the lines to the image/screen bounds.
- Grid sampling: use points on a grid or sample every nth pixel of the image/screen.
- Random sampling: use randomly distributed points to sample the image/screen.
- Input sampling: use points connected to the input pin of the node to sample the image/screen or keep the existing point colors.
- Get the average sample color and average image color.
- Sort colors by hue/saturation/value/brightness.
- Compare colors using "Lab Delta E CIE94", hue, saturation or value/brightness and remove colors that differ less than a specified value.
- Override the sampled colors by setting/adding/multiplying the hue, saturation or value/brightness.
- Translate all of the colors in the ramp and optionally repeat the positions at the start/end of the ramp.
- Apply noise to the position of each color in the ramp.
- Scroll through the colors in the ramp.
- Display samples in the viewport as points/nulls/circles/planes/boxes and as color swatches.
- Set the sample size to the pixel size.
- Set the image transparency and filter: "linear" for smoothed colors when zoomed in or "nearest" for a pixelated look.
- Set the max number of colors that can be stored in the ramp, shown in the viewport and output from the node.
- Export the colors to an image: either as the swatches shown in the viewport or as they are shown in the color ramp. Set the image size and the number of pixels per color.
- Export the colors to a JSON text file: store the colors as float values, integer values or hex values and with a color ID.
- Fully documented parameters.
- Node type: SOP
Use cases
- Link the color ramp to other ramps to apply the colors to textures or geometry.
- Create color themes.
- Modify existing point colors.
- Export the colors for use in other applications.
Date: 29 September 2021
Version: 2.9
Date: 27 October 2021
Supported Houdini version: 18.5
Edited by Techie - Oct. 27, 2021 14:15:17
Houdini Lounge » Official release of the Houdini Music Toolset (HMT)
- Techie
- 17 posts
- Offline
The Orbolt Smart 3D Asset Store » Procedural rock generator
- Techie
- 17 posts
- Offline
Hi,
I've just released version 2 of my Rock Generator asset.
Major new features include a new type of displacement to generate cracks, greatly improved UV generation for arbitrary meshes and a new material.
You can see more info at http://techie.se/?p=gallery&type=houdini_assets&item_nr=1 [techie.se] and download it from https://www.orbolt.com/asset/Techie::rock_generator::2.0.
Kind regards,
Techie
I've just released version 2 of my Rock Generator asset.
Major new features include a new type of displacement to generate cracks, greatly improved UV generation for arbitrary meshes and a new material.
You can see more info at http://techie.se/?p=gallery&type=houdini_assets&item_nr=1 [techie.se] and download it from https://www.orbolt.com/asset/Techie::rock_generator::2.0.
Kind regards,
Techie
The Orbolt Smart 3D Asset Store » Procedural rock generator
- Techie
- 17 posts
- Offline
The Orbolt Smart 3D Asset Store » Procedural rock generator
- Techie
- 17 posts
- Offline
Thanks a lot wildruf!
There's some really nice rocks in that thread, I'll see if I can implement something similar.
There's some really nice rocks in that thread, I'll see if I can implement something similar.
The Orbolt Smart 3D Asset Store » Procedural rock generator
- Techie
- 17 posts
- Offline
Hi!
I've just released version 1.5 of my Rock Generator asset.
It can generate rocks of various shapes, UV coordinates and textures.
Download link: https://www.orbolt.com/asset/Techie::rock_generator::1.0 [orbolt.com]
Video: https://vimeo.com/181100367 [vimeo.com]
If you have any comments or suggestions, please let me know.
I've just released version 1.5 of my Rock Generator asset.
It can generate rocks of various shapes, UV coordinates and textures.
Download link: https://www.orbolt.com/asset/Techie::rock_generator::1.0 [orbolt.com]
Video: https://vimeo.com/181100367 [vimeo.com]
If you have any comments or suggestions, please let me know.
Edited by Techie - Sept. 1, 2016 17:26:16
Technical Discussion » Attribute VOP functions
- Techie
- 17 posts
- Offline
In case anyone is wondering, I asked support and they said that the only way to create a function in a VOP network is with a digital asset.
Edited by Techie - Aug. 29, 2016 15:31:11
Houdini Lounge » Houdini Roadmap video
- Techie
- 17 posts
- Offline
Houdini Lounge » Houdini Roadmap video
- Techie
- 17 posts
- Offline
I have two small requests: please make the new smoothing tool available as a node (or update the existing one) and add check boxes in the Edit node for the “Make circle”, “Evenly space selection” and “Straighten selection” commands.
Houdini Lounge » Houdini Roadmap video
- Techie
- 17 posts
- Offline
Looks like an epic release! I'm really looking forward to the new boolean and smoothing tools.
Technical Discussion » Attribute VOP functions
- Techie
- 17 posts
- Offline
Hi,
Is there a way to create a function inside an Attribute VOP using nodes instead of VEX?
And then being able to call the function (with parameters) from anywhere inside the node.
I tried the following:
* using a Method Subnetwork and Method Call but it doesn't seem to be the correct way, it seems to be related to shaders only?
* using a regular subnetwork but that's not reusable.
* creating a digital asset from VOP nodes, which works but I'd rather not do that because I'll need to use several functions and it seems impractical to create assets for each one, and additionally the Attribute VOP itself is going to be used in a digital asset as well.
Thanks in advance!
Is there a way to create a function inside an Attribute VOP using nodes instead of VEX?
And then being able to call the function (with parameters) from anywhere inside the node.
I tried the following:
* using a Method Subnetwork and Method Call but it doesn't seem to be the correct way, it seems to be related to shaders only?
* using a regular subnetwork but that's not reusable.
* creating a digital asset from VOP nodes, which works but I'd rather not do that because I'll need to use several functions and it seems impractical to create assets for each one, and additionally the Attribute VOP itself is going to be used in a digital asset as well.
Thanks in advance!
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