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Houdini Lounge » X-Ray shader
- asegura_plat
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Thank you Jason.. I will check the VOP and odforce… I'm running out of time though… so if you have an example, would you send it to me, so I can see how it works?
Houdini Lounge » X-Ray shader
- asegura_plat
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Can somebody help me (guide me) to create a X-Ray shader in Houdini?. Or anyone has the shader so I can use it and customize it?…
Houdini Lounge » transfering texture color to particles
- asegura_plat
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Hello Alvaro,
Attached is an example file which uses a ColorMap VOP to create a Cd attribute, which is pulled into the POP Network and assigned to the particles.
All the best,
Jenny.
Attached is an example file which uses a ColorMap VOP to create a Cd attribute, which is pulled into the POP Network and assigned to the particles.
All the best,
Jenny.
Houdini Lounge » transfering texture color to particles
- asegura_plat
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How can I emit particle from an object that has a texture and transfer the color texture to the emitted particles?
Technical Discussion » firesolver and Bgeo sequence
- asegura_plat
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How can I create fire from bgeo sequence (imported cached bgeo files) using fire containers. it seems to work nice on static object, but I can't make it work on cahced geometry. Any help?"
Technical Discussion » particle turbulence
- asegura_plat
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Technical Discussion » particle turbulence
- asegura_plat
- 25 posts
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Houdini Lounge » A Houdini Pipeline with Modo or Lightwave?
- asegura_plat
- 25 posts
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Modo use FBX import and Export so you can go back and forth between both… Anyways… I think Houdini it is powerful for modeling.. It has every necessary poly tool and sculpt functions. You can also choose to model procedurally and animate all parameters. Mantra render volumetrics and motion blur faster than any other software but try to stay on micro-polygon render.
Houdini Lounge » random particle color
- asegura_plat
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Thank you very much pagefan.. I guess I forgot to add different values on the green and blue parameters
Houdini Lounge » random particle color
- asegura_plat
- 25 posts
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Hi…
How can I randomize particle color based on particle ID?…
I tried placing this expression on appended “color” node, but definitely is not correct:
fit01(rand($ID), 0.5, 0.8)
The idea is to have a random colorization between specific range of “yellowish-sandy” colors, not full color wheel on the particles.
Thank you;
Al Segura
How can I randomize particle color based on particle ID?…
I tried placing this expression on appended “color” node, but definitely is not correct:
fit01(rand($ID), 0.5, 0.8)
The idea is to have a random colorization between specific range of “yellowish-sandy” colors, not full color wheel on the particles.
Thank you;
Al Segura
Houdini Lounge » parenting
- asegura_plat
- 25 posts
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I have two characters that I turned into Digital Assets, each one has his own Animation Rig. One is a baby and the other is an adult that carries him. How can I parent the baby to the arm of the adult? To be more specific, how can I parent the main controller (placer) of the baby to the wrist controller of the Adult?
I rigged both character using Biped Auto Rig.
Any help would be great!
I rigged both character using Biped Auto Rig.
Any help would be great!
Technical Discussion » Double Sided
- asegura_plat
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Technical Discussion » Double Sided
- asegura_plat
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I'm texturing a bat wing, but some polygons overlap with each other.. In those areas the render come out black. Is there a way to have double sided faces like on “Render Stats” in Maya????, so I have my wings textured on both sides of the polygon face.
Any help?
Thank you…
Any help?
Thank you…
Technical Discussion » skin SSS and texture map
- asegura_plat
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Technical Discussion » weight paint
- asegura_plat
- 25 posts
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Technical Discussion » weight paint
- asegura_plat
- 25 posts
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Technical Discussion » weight paint
- asegura_plat
- 25 posts
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Hi I'm new to Houdini and there's a lot of things that I'm trying to figure out myself while developing a huge project. I just made a character rigging based on “Quadruped Auto Rig” tutorial on Sidefx: (http://www.sidefx.com/index.php?option=com_content&task=view&id=991&Itemid=132). [sidefx.com]
When I saved my geometry after painting the weights, seems like it was saved with the color scheme of the weight map and is rendering with the original texture plus an overlay of the wight color map. How can I get rid of this colorful weight texture that is suppose to work as a weight map only?.
Any help will be appreciated.
Thanks
When I saved my geometry after painting the weights, seems like it was saved with the color scheme of the weight map and is rendering with the original texture plus an overlay of the wight color map. How can I get rid of this colorful weight texture that is suppose to work as a weight map only?.
Any help will be appreciated.
Thanks
Technical Discussion » Polygons As Subdivision
- asegura_plat
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Technical Discussion » Polygons As Subdivision
- asegura_plat
- 25 posts
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Thank you.. I'll check, but if the geometry is a Dynamic operator already, is it still possible?
Technical Discussion » Polygons As Subdivision
- asegura_plat
- 25 posts
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Is there a way to control the smoothness of the subdivision? I'm using “Polygons As Subdivision” on the scene file, but even though is getting me a beautiful smoothness I would need to sharp the edges a little bit?. How can I control this?
Thanks!
Thanks!
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