So I have a project that I am working on where I am using attributes from a point cloud to generate a texture map in COPs. Normally, I've not had a problem doing this, but the model that I am working with has UDIMs. And I am unsure of how to generate the correct texture map for that. Looking at the COP network, the effect is not matching with where the UVs should be.
Is this not possible with COPs?
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Technical Discussion » Using COPs to generate a UDIM texture
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- damon_c_john
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Technical Discussion » Sparse pyro sim not rendering
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- damon_c_john
- 5 posts
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A weird issue just popped up for me when I suddenly couldn't render any of my pyro setups (I just get black screens). So I opened a brand new hip file and created a very basic sparse pyro setup. I used a DOP Import Fields and import the fields I need. I hooked up the Pyro Bake Volume, and the pyro shows in the viewport, but it doesn't show up in the render.
I have the hip file attached. Can someone please put their eyes on it and see if I'm missing something?
I have the hip file attached. Can someone please put their eyes on it and see if I'm missing something?
Technical Discussion » Particles not stopping during a collision
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- damon_c_john
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I have a simple POP system setup where I am launching several particles at a surface. I'm using a heightfield for the static object and using the collision detection on the pop solver. I also checked the box for "Move to Hit" and set the Response to "Stop". However, when the particles come into collision with the heightfield, they simply bounce off the surface. They are not colored as a hit by the solver either; however, the Geometry Spreadsheet shows that a collision did in fact occur. Has anyone had this specific issue before and know of a resolution. It's really been perplexing me for a while now.
Technical Discussion » Viscosity units of measure in Houdini
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- damon_c_john
- 5 posts
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I have been doing some water simulations and have been very interested in learning about the different types of viscosity or how viscosity affects the look, shape, and feel of a free-flowing liquid.
I tried searching around but couldn't find any solid answers to my question and so I thought I would ask here to see if any of the clearly smarter people than me know the answer.
Are the units of measure for viscosity in Houdini measured in centipoise or millipascal?
I tried searching around but couldn't find any solid answers to my question and so I thought I would ask here to see if any of the clearly smarter people than me know the answer.
Are the units of measure for viscosity in Houdini measured in centipoise or millipascal?
Technical Discussion » Renderman AAOcean shader in Houdini
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- damon_c_john
- 5 posts
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Hello, I was wondering if any of the FX wizards here on the forums could assist me with an answer to a question I'm pondering:
Is it possible to use a Renderman shader for an infinite ocean that is displaced using Ocean Spectrum data?
I'm working on a student film at my school and we are using Renderman as our preferred renderer of choice, but I've been finding it very difficult trying to get the native Houdini ocean tools to work with Renderman shaders. Correct me if I'm wrong, but Houdini uses the spectrum data at render time and then displaces the ocean surface using the ocean shader when rendering in mantra. So that is not a route I could take using Renderman , right?
I'm just confused and I know there are a lot of brilliant minds out there in the community that can help me to know if I should sooner rather than later go tell my director that we should just render the ocean in mantra and comp it in during post.
Is it possible to use a Renderman shader for an infinite ocean that is displaced using Ocean Spectrum data?
I'm working on a student film at my school and we are using Renderman as our preferred renderer of choice, but I've been finding it very difficult trying to get the native Houdini ocean tools to work with Renderman shaders. Correct me if I'm wrong, but Houdini uses the spectrum data at render time and then displaces the ocean surface using the ocean shader when rendering in mantra. So that is not a route I could take using Renderman , right?
I'm just confused and I know there are a lot of brilliant minds out there in the community that can help me to know if I should sooner rather than later go tell my director that we should just render the ocean in mantra and comp it in during post.
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