is there a way to blur / filter / oversample a procedural in a surface / displacement shader?
i specifically want to smooth the bricker vop in a displacement shader.
thanks
-edit-
i know the texture vop has a pixel blur function… and the stone wall material has a blur function as well so i'm sure there must be a more generalized solution
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Technical Discussion » blur in surface shader?
- artzor
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Houdini Lounge » zbrush cavity shader in houdini?
- artzor
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ah nevermind… was just a sampling issue…
spent too much time in shaders, forgot about the actual render settings :p
spent too much time in shaders, forgot about the actual render settings :p
Houdini Lounge » zbrush cavity shader in houdini?
- artzor
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hey guys,
found another issue in Serg's dirt shader…. the sampling / noise differs per frame.
even on a static object.
quite a production show stopper… any ideas?
found another issue in Serg's dirt shader…. the sampling / noise differs per frame.
even on a static object.
quite a production show stopper… any ideas?
Houdini Lounge » zbrush cavity shader in houdini?
- artzor
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aaah, ok, SOLVED
if you normalize the first input in the vgather loop
AND
normalize the global normals, right at the beginning of the vop network it works perfectly
thankyou serg, and thankyou mrice!!!
if you normalize the first input in the vgather loop
AND
normalize the global normals, right at the beginning of the vop network it works perfectly
thankyou serg, and thankyou mrice!!!
Houdini Lounge » zbrush cavity shader in houdini?
- artzor
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hey mrice,
normalizing the first input of the vgather doesn't really work. it works partially but it just results in noise… as opposed to a constant brown colour.
so it seems that's only part of the problem
normalizing the first input of the vgather doesn't really work. it works partially but it just results in noise… as opposed to a constant brown colour.
so it seems that's only part of the problem
Houdini Lounge » zbrush cavity shader in houdini?
- artzor
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Hey Serg, or anyone else really…
any idea why this cavity shader doesn't work on sub-d surfaces?
even in your attached hip file, turn the object into a (render-time) sub-d surface… and boom… shader broken
any idea why this cavity shader doesn't work on sub-d surfaces?
even in your attached hip file, turn the object into a (render-time) sub-d surface… and boom… shader broken
Technical Discussion » ssh shader
- artzor
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you are correct capn_bootleg
modo has sss button, but houdini has advanced shelf tool effects. they must just add an avalanche, storm and big wave tool so you can make movies
now i can't get the new ODIE solvent to work, for dynamicals… help?
modo has sss button, but houdini has advanced shelf tool effects. they must just add an avalanche, storm and big wave tool so you can make movies
now i can't get the new ODIE solvent to work, for dynamicals… help?
Technical Discussion » ssh shader
- artzor
- 47 posts
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hi all.
i am using the new Linux with Houdini and want to create an ssh shader.
how is this possible?
i am using the new Linux with Houdini and want to create an ssh shader.
how is this possible?
Technical Discussion » thin SSS
- artzor
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*update*
axis sss is actually working pretty well, i think it's been improved since i last tried it…
however it's still a hack, light doesn't truly pass through the object… would probably need a PBR shader for this it's fine in most cases but if one plane casts shadows onto another it's not picked up properly…
these images should show you what i mean.
simple scene, one arealight above (ray shadows) and one point light below. first image, point light has no shadows… second it has ray shadows turned on, notice how it totally kills all the “transmission” when it should just lessen it…
shadows off (see the red light on the sphere as well, an artifact because of no shadows)
shadows on
axis sss is actually working pretty well, i think it's been improved since i last tried it…
however it's still a hack, light doesn't truly pass through the object… would probably need a PBR shader for this it's fine in most cases but if one plane casts shadows onto another it's not picked up properly…
these images should show you what i mean.
simple scene, one arealight above (ray shadows) and one point light below. first image, point light has no shadows… second it has ray shadows turned on, notice how it totally kills all the “transmission” when it should just lessen it…
shadows off (see the red light on the sphere as well, an artifact because of no shadows)
shadows on
Technical Discussion » thin SSS
- artzor
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hi all
i'm looking for a mantra solution for thin SSS, also known as single-sheet sss
ala maxwell 2.0 and fryrender…
for shading things like leaves and paper.
i've seen some nice sss shaders in the exchange but all of them require objects with thickness or volume. and if i have, say, a million instanced leaves, i'd rather keep the geometry as light as possible.
any ideas?
-edit-
a really nice reference and explanation:
http://think.maxwellrender.com/creating_a_single_sided_translucent_material-213.html [think.maxwellrender.com]
it's basically scattering + transmission
i'm looking for a mantra solution for thin SSS, also known as single-sheet sss
ala maxwell 2.0 and fryrender…
for shading things like leaves and paper.
i've seen some nice sss shaders in the exchange but all of them require objects with thickness or volume. and if i have, say, a million instanced leaves, i'd rather keep the geometry as light as possible.
any ideas?
-edit-
a really nice reference and explanation:
http://think.maxwellrender.com/creating_a_single_sided_translucent_material-213.html [think.maxwellrender.com]
it's basically scattering + transmission
Houdini Lounge » Is mantra only for rendering balls and cubes?
- artzor
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i can see both sides of the fence here.
yes… modo, maxwell, cinema, even mental-ray have really nice `one-button` solutions…
turn GI on, it works etc
but on the flip side there is a lack of depth to those render engines, so that if something doesn't work out of the box… well, you're screwed.
mantra is a production renderer, aimed at the stuiod / renderman type market.
if you want to do interiors or something use another app?
yes… modo, maxwell, cinema, even mental-ray have really nice `one-button` solutions…
turn GI on, it works etc
but on the flip side there is a lack of depth to those render engines, so that if something doesn't work out of the box… well, you're screwed.
mantra is a production renderer, aimed at the stuiod / renderman type market.
if you want to do interiors or something use another app?
Technical Discussion » reflected light sources
- artzor
- 47 posts
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thanks mario,
was hoping there might be some secret hidden parameter
it might be nice for future releases to get more of these options built into lights…
check out:
http://www.spot3d.com/vray/help/150SP1/light_params.htm [spot3d.com]
vray lights have options for affect diffuse, affect specular, affect reflections and those are seperate from setting the light to be visible in the render or not…
was hoping there might be some secret hidden parameter
it might be nice for future releases to get more of these options built into lights…
check out:
http://www.spot3d.com/vray/help/150SP1/light_params.htm [spot3d.com]
vray lights have options for affect diffuse, affect specular, affect reflections and those are seperate from setting the light to be visible in the render or not…
Technical Discussion » reflected light sources
- artzor
- 47 posts
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good point… i never really noticed this before.
anyone know what exactly PBR is doing to reflect lights?
anyone know what exactly PBR is doing to reflect lights?
Technical Discussion » rop render dependencies
- artzor
- 47 posts
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merge node doesn't work either,
has anyone actually tried doing this with hrender?
maybe hrender breaks rop dependencies or something…
has anyone actually tried doing this with hrender?
maybe hrender breaks rop dependencies or something…
Technical Discussion » rop render dependencies
- artzor
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tried that… didn't seem to make a difference
-edit-
i double checked, the default ROP order is set to “frame by frame”
but it doesn't seem to act accordingly?
-edit-
i double checked, the default ROP order is set to “frame by frame”
but it doesn't seem to act accordingly?
Technical Discussion » rop render dependencies
- artzor
- 47 posts
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hi all,
i'm trying to hook up some ROP's to render (using hrender) in a specific order…
hooking them up like this… A -> B -> C
it's a three pass render process so i want ROP A to render the first frame, then ROP B, then ROP C. and then the second frame.. so on and so forth…
(as opposed to the default action of ROP A rendering the entire sequence, then ROP B rendering the entire sequence etc)
tried using the frame dependency rop but it doesn't make much sense to me
any help would be much appreciated
i'm trying to hook up some ROP's to render (using hrender) in a specific order…
hooking them up like this… A -> B -> C
it's a three pass render process so i want ROP A to render the first frame, then ROP B, then ROP C. and then the second frame.. so on and so forth…
(as opposed to the default action of ROP A rendering the entire sequence, then ROP B rendering the entire sequence etc)
tried using the frame dependency rop but it doesn't make much sense to me
any help would be much appreciated
Technical Discussion » equalizer in chops
- artzor
- 47 posts
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although…. i can load mp3's fine at work (houdini escape, kubuntu)
but at home, windows 7, houdini apprentice won't load them???
but at home, windows 7, houdini apprentice won't load them???
Technical Discussion » maximum channel value (in chops)
- artzor
- 47 posts
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hi all,
is there a way to find the highest (and lowest) value a channel hits?
i'd like to setup a math chop that finds the highest and lowest values and then fits them between 0 and 1…
thanks
is there a way to find the highest (and lowest) value a channel hits?
i'd like to setup a math chop that finds the highest and lowest values and then fits them between 0 and 1…
thanks
Technical Discussion » PROJECTIONS
- artzor
- 47 posts
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Technical Discussion » equalizer in chops
- artzor
- 47 posts
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oh flip…
why didn't i look at pitch before, it's perfect!
and, since when did chops support mp3's, they're working great
why didn't i look at pitch before, it's perfect!
and, since when did chops support mp3's, they're working great
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