Hi @loogas,
I'm afraid I haven't been following Houdini for some time now, so I'm unable to say whether there are some new ways of achieving this in Houdini 15.
Anyway, good luck learning Hou!
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Technical Discussion » howto: mix geometry and shader fractal displacement
- aiworks
- 130 posts
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Technical Discussion » Need Help in Geo Light
- aiworks
- 130 posts
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Hi,
I think the effect you are trying to achieve is something that can be very simply done with a ramp shader, right out of the box (I mean, the Material Palette).
Cheers,
Greg
I think the effect you are trying to achieve is something that can be very simply done with a ramp shader, right out of the box (I mean, the Material Palette).
Cheers,
Greg
Houdini Indie and Apprentice » I have decided HD is too much hassle
- aiworks
- 130 posts
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Very interesting ;-)
I had a success starting H11 on all kinds of low-cost machines… including at least one netbook with ATOM and an integrated video card.
From my - very moderate - experience it might be the OS and the drivers that are the problem. Fore example, I had succeeded to run H11 on an old Toshiba laptop with GeForce 6200 - but only under Ubuntu, as I could not find any recent drivers for XP, and H11 failed to start on Windows.
Cheers,
Greg
I had a success starting H11 on all kinds of low-cost machines… including at least one netbook with ATOM and an integrated video card.
From my - very moderate - experience it might be the OS and the drivers that are the problem. Fore example, I had succeeded to run H11 on an old Toshiba laptop with GeForce 6200 - but only under Ubuntu, as I could not find any recent drivers for XP, and H11 failed to start on Windows.
Cheers,
Greg
Houdini Indie and Apprentice » What are these OP , no help..
- aiworks
- 130 posts
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Hi Donghongzi,
Where did you find these nodes? In what context?
Out of curiosity, I was trying to place the “model” node, and I couldn't see it anywhere - neither in SOP nor in any other context I could think of.
Greg
Where did you find these nodes? In what context?
Out of curiosity, I was trying to place the “model” node, and I couldn't see it anywhere - neither in SOP nor in any other context I could think of.
Greg
Technical Discussion » spherical deformation
- aiworks
- 130 posts
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How about first using RAY to put your geometry on a flat plane, and then CREEP the result onto the sphere or any other object? Should work fine for 360 degs.
Cheers,
Greg
Cheers,
Greg
Technical Discussion » howto: mix geometry and shader fractal displacement
- aiworks
- 130 posts
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For a more user friendly way than having a separate preview and render object I don't know what to do.
Well, since I can mark different node for display than for render, it can indeed be all it takes - thanks for your help.
Greg
Technical Discussion » howto: mix geometry and shader fractal displacement
- aiworks
- 130 posts
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Hi Erik,
Thanks for your reply.
I know I can preview shader displacements. But that's so far from being user-friendly, that I am looking for a solution which would give me a low-res preview in the 3d viewport, and high-res results in render.
E.g. look now this is done in Vue - you can see a low-res preview in the viewport, while you can mix fractals in the terrain editor.
I'm not looking towards using a single fractal, but rather mixing multiple fractal noises of different frequencies for higher realism.
Anyway, thanks very much for your suggestion!
Greg
Thanks for your reply.
I know I can preview shader displacements. But that's so far from being user-friendly, that I am looking for a solution which would give me a low-res preview in the 3d viewport, and high-res results in render.
E.g. look now this is done in Vue - you can see a low-res preview in the viewport, while you can mix fractals in the terrain editor.
I'm not looking towards using a single fractal, but rather mixing multiple fractal noises of different frequencies for higher realism.
Anyway, thanks very much for your suggestion!
Greg
Technical Discussion » howto: mix geometry and shader fractal displacement
- aiworks
- 130 posts
- Offline
Hi,
I have been trying to figure out whether it is possible - in some reasonably easy way - to do low-frequency fractal displacements on geometry, and then add further details (from the same fractal pattern) in the shader.
For example, I have a grid that I want to turn into a realistic terrain, so I divide it into e.g. 100 rows/cols, put a fractal noise via vopsop on it. Then, I would like to put a shader on top of it, which would use the same fractal pattern, so that in the viewport I can have a fast, lightweight geometry, but on a render maximum detail.
I can do it all displacing geometry, but I would have to make at least 1000+ rows/cols on that grid - and this slows the viewport down significantly.
I'd be grateful for all hints & suggestions on how to approach such issue.
Thanks,
Greg
I have been trying to figure out whether it is possible - in some reasonably easy way - to do low-frequency fractal displacements on geometry, and then add further details (from the same fractal pattern) in the shader.
For example, I have a grid that I want to turn into a realistic terrain, so I divide it into e.g. 100 rows/cols, put a fractal noise via vopsop on it. Then, I would like to put a shader on top of it, which would use the same fractal pattern, so that in the viewport I can have a fast, lightweight geometry, but on a render maximum detail.
I can do it all displacing geometry, but I would have to make at least 1000+ rows/cols on that grid - and this slows the viewport down significantly.
I'd be grateful for all hints & suggestions on how to approach such issue.
Thanks,
Greg
Technical Discussion » Rendering bounding lines with different width and intensity
- aiworks
- 130 posts
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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
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 » orient prims to my desire direction
- aiworks
- 130 posts
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Hi,
Have you tried using the “primitive” SOP?
Connect a reference primitive(s) to the 2nd input, and under “Transform/Rotate to Template” chose “Match Normals” option.
Hope it helps.
Cheers,
Greg
Have you tried using the “primitive” SOP?
Connect a reference primitive(s) to the 2nd input, and under “Transform/Rotate to Template” chose “Match Normals” option.
Hope it helps.
Cheers,
Greg
Technical Discussion » Rendering tiff or tga files for compositing in After Effects
- aiworks
- 130 posts
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Hi Gamm,
It is not the EXR format itself that is probably giving pains to AE, but the compression type that is set for EXR in Houdini by default. Try changing “PIZ Wavelet” into “ZIP, single scanline” on the “Output Options” tab of the mantra render node.
Hope it helps,
Greg
It is not the EXR format itself that is probably giving pains to AE, but the compression type that is set for EXR in Houdini by default. Try changing “PIZ Wavelet” into “ZIP, single scanline” on the “Output Options” tab of the mantra render node.
Hope it helps,
Greg
Technical Discussion » Object level: keep a grid 1 unit below rotating cube
- aiworks
- 130 posts
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Technical Discussion » Object level: keep a grid 1 unit below rotating cube
- aiworks
- 130 posts
- Offline
Hello Everyone,
Let me ask you for help with something that looks extremely easy, yet I got totally stuck trying to find a simple way forward.
I have two objects, a cube and a grid 1 unit below the cube. The cube is rotated *at sop level*, and I neeed the grid to always stay 1 unit below the lowest point of the cube. The two are inside different geometry containers.
How can this be most easily be done? My aim is to build the required functionality into the grid asset, so that I can give it an arbitrary geometry, and make sure it always stays within the required distance, when the other geo is animated.
I would appreciate some help with this issue.
Thanks,
Greg
Let me ask you for help with something that looks extremely easy, yet I got totally stuck trying to find a simple way forward.
I have two objects, a cube and a grid 1 unit below the cube. The cube is rotated *at sop level*, and I neeed the grid to always stay 1 unit below the lowest point of the cube. The two are inside different geometry containers.
How can this be most easily be done? My aim is to build the required functionality into the grid asset, so that I can give it an arbitrary geometry, and make sure it always stays within the required distance, when the other geo is animated.
I would appreciate some help with this issue.
Thanks,
Greg
Houdini Indie and Apprentice » [help] how to define the background color as rendered
- aiworks
- 130 posts
- Offline
Hi Oat,
Two more options:
1) give up adding background color in 3D, and use compositing nodes on your render output to add a background color - e.g. using “color” node (you must override the defualt resolution in the node)
2) make a grid, attach (parent) it to your camera and push it forward, beyond your furthest objects in the scene. Then add a constant material with a chosen color.
Cheers,
Greg
Two more options:
1) give up adding background color in 3D, and use compositing nodes on your render output to add a background color - e.g. using “color” node (you must override the defualt resolution in the node)
2) make a grid, attach (parent) it to your camera and push it forward, beyond your furthest objects in the scene. Then add a constant material with a chosen color.
Cheers,
Greg
Houdini Indie and Apprentice » polyExtrude unable to do simple edge extrude on tube?
- aiworks
- 130 posts
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Hi Digitallysane!
Ok, I might have not been gentle enough with my evaluation :-)
Stilll…. I wish there could be a flag in the group tool to keep selected loops/rings alive, with simple topology changes like adding extra additional loops. After all, it's Houdini - so it should be magic 8)
Cheers,
Greg
I would rather describe this behaviour as normal instead of stupid
Ok, I might have not been gentle enough with my evaluation :-)
Stilll…. I wish there could be a flag in the group tool to keep selected loops/rings alive, with simple topology changes like adding extra additional loops. After all, it's Houdini - so it should be magic 8)
Cheers,
Greg
Houdini Indie and Apprentice » transfering/generating textures in between two meshes
- aiworks
- 130 posts
- Offline
Hi,
See e.g. Attrib Transfer & Transfer color.
The following example:
Help -> Example Files -> Surface node examples -> TransferColor example file
shows in a very simple way how you can transfer a color between two meshes based on proximity.
Hope it helps.
Greg
See e.g. Attrib Transfer & Transfer color.
The following example:
Help -> Example Files -> Surface node examples -> TransferColor example file
shows in a very simple way how you can transfer a color between two meshes based on proximity.
Hope it helps.
Greg
Houdini Indie and Apprentice » polyExtrude unable to do simple edge extrude on tube?
- aiworks
- 130 posts
- Offline
Doing this also breaks the geometry
Hi Phlok,
AFAIK, the reason for this behaviour - breaking geometry after you change something higher up the node tree - is caused by the way H11 deals with interactive mesh edits - it remembers - by numbers - the vertices you applied e.g. an extrusion to. Unfortunately, it is stupid enough that if you add a more divisions up the node tree, it does not realise that the vertex numbers that described a loop, previously, now refer to something else.
If you want to keep the flexibility of your edits, the only way around it that I found is to do as much of geometry selection not interactively, but using some procedural patterns, directly in the node tree, and then apply operations to these. E.g. select only vertices that have PY >= YMAX - .0001 to select just a top row. Whenever you change something up the graph, the selection will be re-evaluated and your edits re-applied appropriately.
Cheers,
Greg
Houdini Lounge » Installing Renderman shaders on houdini?
- aiworks
- 130 posts
- Offline
Hi,
Old shader model vs new shader model conflict? Try enabling the old shaders in Houdini, maybe then it will work. I recall several posts over the recent weeks explaining how to do it.
Cheers,
Greg
Old shader model vs new shader model conflict? Try enabling the old shaders in Houdini, maybe then it will work. I recall several posts over the recent weeks explaining how to do it.
Cheers,
Greg
Houdini Indie and Apprentice » Question About Procedural Workflow
- aiworks
- 130 posts
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Hi Davaris,
Good luck with your project!
I couldn't find that forum you mentioned:Oops, you are absolutely right - sorry for being imprecise ;-)
Good luck with your project!
Houdini Indie and Apprentice » Question About Procedural Workflow
- aiworks
- 130 posts
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Hi Davaris,
Great, there is so much power hidden under the hood, once you start playing with Houdini… just don't give up!
However, if you are mainly interested in organic & sub-d modeling, and not in animation at all, in my opinion Houdini might be… not a first tool of choice.
Just go to the website gallery, and to the “Finished Projects” forum, and see for yourself, comparing the types of works presented, with other softwares' “Finished Projects” forums.
You might also review the mailing list archive - some recent posts (last week, I think) covered an interesting discussion about using Houdini as a modelling tool. One statement somebody made sounded really reasonably to me - it was something like: “If we need to model EXACTLY THIS, we use Modo, if we need to model SOMETHING LIKE THIS, we use Houdini”.
Cheers,
Greg
Great, there is so much power hidden under the hood, once you start playing with Houdini… just don't give up!
However, if you are mainly interested in organic & sub-d modeling, and not in animation at all, in my opinion Houdini might be… not a first tool of choice.
Just go to the website gallery, and to the “Finished Projects” forum, and see for yourself, comparing the types of works presented, with other softwares' “Finished Projects” forums.
You might also review the mailing list archive - some recent posts (last week, I think) covered an interesting discussion about using Houdini as a modelling tool. One statement somebody made sounded really reasonably to me - it was something like: “If we need to model EXACTLY THIS, we use Modo, if we need to model SOMETHING LIKE THIS, we use Houdini”.
Cheers,
Greg
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