Modelled in Maya, stylized Hair in Houdini.
Lighting with Karma. Love Solaris it rocks.
My very first Mardini entry. Hope its Ok.
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Mardini 2024 » Day 5 | Lookdev | Light Mixer | Image
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Technical Discussion » Houdini 20 new texture mask paint node limitations?
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@ObeidaZakzak nice idea in hip hanks.
COPS does not update the viewport natively sadly. However there is a little hack to force it to update.
A COP network node by default creates a mesh. Its at the origin. This does update when you change colours etc.
If you merge your geo in with this COP when you change the color/ramps etc. It will update. Win.
Cavet, which node should COPS display? In this COPs is a bit like CHOPs. You need to set the export flag (brown one) to the node you wish to visualise.
Last little tip, I found that leaving the COP at the default Mesh is a bit slower, changing this to Volume slice makes the update faster. Now you can update colours Ramps etc and it will update in the viewport.
With COPs Heightfields and SOPs, there is the basic structure of a texturing system there already. It needs some dev love to make it more stable and faster but Ive been relatively impressed with what you can get out of it as is. You can find some of my experiments and hints and tips over here.
https://www.youtube.com/@3D_GO
COPS does not update the viewport natively sadly. However there is a little hack to force it to update.
A COP network node by default creates a mesh. Its at the origin. This does update when you change colours etc.
If you merge your geo in with this COP when you change the color/ramps etc. It will update. Win.
Cavet, which node should COPS display? In this COPs is a bit like CHOPs. You need to set the export flag (brown one) to the node you wish to visualise.
Last little tip, I found that leaving the COP at the default Mesh is a bit slower, changing this to Volume slice makes the update faster. Now you can update colours Ramps etc and it will update in the viewport.
With COPs Heightfields and SOPs, there is the basic structure of a texturing system there already. It needs some dev love to make it more stable and faster but Ive been relatively impressed with what you can get out of it as is. You can find some of my experiments and hints and tips over here.
https://www.youtube.com/@3D_GO
Houdini Lounge » H20 question - to what degree is Vulkan viewport usable?
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Any chance the vulkan updates will include better viewport displacement?
A few versions ago, (maybe 14) viewport displacement worked quite well but in later releases I
get this strange subdivision when turning on viewport displacement.
(This image is from the open gl viewport, vulkan doesnt show displacement for me.)
A few versions ago, (maybe 14) viewport displacement worked quite well but in later releases I
get this strange subdivision when turning on viewport displacement.
(This image is from the open gl viewport, vulkan doesnt show displacement for me.)
Houdini Engine for Unity » Turn On GPU Instancing on Terrain Detail Prefabs
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Looks like this option was added on the Unity side in 2022.1
https://docs.unity3d.com/ScriptReference/DetailPrototype-useInstancing.html [docs.unity3d.com]
Would be nice to have this as an attribute on the Houdini side,
gave a shot at using the following
unity_hf_detail_prototype_useInstancing - Set a Primitive Integer attribute with a value or 1
or
unity_hf_detail_prototype_useInstancing - Set a Primitive String attribute with a value of true
but no dice.
https://docs.unity3d.com/ScriptReference/DetailPrototype-useInstancing.html [docs.unity3d.com]
Would be nice to have this as an attribute on the Houdini side,
gave a shot at using the following
unity_hf_detail_prototype_useInstancing - Set a Primitive Integer attribute with a value or 1
or
unity_hf_detail_prototype_useInstancing - Set a Primitive String attribute with a value of true
but no dice.
Technical Discussion » Merge two heightfields seamlessly
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I think Heightfield Layer is the way to go here, gives you a few different options for the operations to use when blending.
You do need a bit of overlap which you can control with a mask that you blur.
You can combine the layers using a hf tilesplice.
You do need a bit of overlap which you can control with a mask that you blur.
You can combine the layers using a hf tilesplice.
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