Thank you very much. I'm proud to have served as an inspiration of any kind! Altough I think your video stands up to itself pretty nicely already.
Cheers,
elderic
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Houdini Indie and Apprentice » Rendering a cubic environment map? Docs are pretty sparse
- elderic
- 24 posts
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Houdini Indie and Apprentice » Some questions about GLSL shaders
- elderic
- 24 posts
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Hey there,
currently I'm diving into GLSL-Shaders with Houdini.
I got a very basic shader to run correctly, but actually passing
useful attributes to it via SOP level seems to be unsupported right now?
I can only pass it regular attributes via the parameters-view if I create
it in the SHOP-context. Neither overwriting any of them in the properties-setup
nor anywhere else seems to change the shader instance.
Any idea what I have to do for that?
Documentation is sparse at best
Also I believe it's unsupported right now to use Geometry-Shaders
in GLSL? (so shading sprites is out of the question?)
currently I'm diving into GLSL-Shaders with Houdini.
I got a very basic shader to run correctly, but actually passing
useful attributes to it via SOP level seems to be unsupported right now?
I can only pass it regular attributes via the parameters-view if I create
it in the SHOP-context. Neither overwriting any of them in the properties-setup
nor anywhere else seems to change the shader instance.
Any idea what I have to do for that?
Documentation is sparse at best
Also I believe it's unsupported right now to use Geometry-Shaders
in GLSL? (so shading sprites is out of the question?)
Houdini Lounge » Color Picker not working in 11.0.701?
- elderic
- 24 posts
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Is it just me or does the color picker (middle-mouse on a color field) not work on mac 10.6?
-elderic
-elderic
Houdini Indie and Apprentice » Assign material per polygon with foreach & override
- elderic
- 24 posts
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Hi there,
I setup a scene with a foreach node uvunwraping a cube on a per-face basis and assigning a material with a different texture onto the face on a per-groupname basis.
Apparently, it all works fine if I use the render region tool.
However no changes show up in the viewport.
Is there a way to also get the replaced textures to show up in the viewport?
Or do I have to create a material per face for that and assign the texture?
Thankx in advance
- elderic
I setup a scene with a foreach node uvunwraping a cube on a per-face basis and assigning a material with a different texture onto the face on a per-groupname basis.
Apparently, it all works fine if I use the render region tool.
However no changes show up in the viewport.
Is there a way to also get the replaced textures to show up in the viewport?
Or do I have to create a material per face for that and assign the texture?
Thankx in advance
- elderic
Houdini Indie and Apprentice » Rendering a cubic environment map? Docs are pretty sparse
- elderic
- 24 posts
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this is a very rough draft of a file which seems to render a cubic environment map via six single files pretty nicely.
they stitch up perfectly. now I would've to turn this into a digital asset, but I think my curiosity is satisfied for the moment.
perhaps it's of use for anyone, so here's the file.
-elderic
they stitch up perfectly. now I would've to turn this into a digital asset, but I think my curiosity is satisfied for the moment.
perhaps it's of use for anyone, so here's the file.
-elderic
Houdini Indie and Apprentice » Rendering a cubic environment map? Docs are pretty sparse
- elderic
- 24 posts
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Ok, now I got something rendering. The outcome seems to be incorrect, however.
First of all, the “Back”-Plane is upside down and possibly incorrectly rendered. There's a black blotch and when I tried to just rotate/flip it around for the cubic map, it doesn't add up to the rest.
Secondly, just for kickers I added a depth map shadow on the pointlight.
Since I'm very very starter about rendering in houdini it's possible I did lots of things wrong, but the shadow at least shows up in the single-frame of the camera when I render it out. It doesn't show up in the cubic planes.
Perhaps because of missing rendering parameters?
Do I have to add an up-vector or something?
It seems a bit complicated to set this up via the rendering parameters on a null.
Wouldn't it be easier if I just took six cameras, orient them somewhere and build up a compositing network to add up the planes in a single RAT?
Then I would have a seperate mantra node in that subnetwork which gives me precise sampling, etc and the cameras are more configurable too?
I just wonder if the edges stitch up correctly then.
Will try this and report
First of all, the “Back”-Plane is upside down and possibly incorrectly rendered. There's a black blotch and when I tried to just rotate/flip it around for the cubic map, it doesn't add up to the rest.
Secondly, just for kickers I added a depth map shadow on the pointlight.
Since I'm very very starter about rendering in houdini it's possible I did lots of things wrong, but the shadow at least shows up in the single-frame of the camera when I render it out. It doesn't show up in the cubic planes.
Perhaps because of missing rendering parameters?
Do I have to add an up-vector or something?
It seems a bit complicated to set this up via the rendering parameters on a null.
Wouldn't it be easier if I just took six cameras, orient them somewhere and build up a compositing network to add up the planes in a single RAT?
Then I would have a seperate mantra node in that subnetwork which gives me precise sampling, etc and the cameras are more configurable too?
I just wonder if the edges stitch up correctly then.
Will try this and report
Houdini Indie and Apprentice » Rendering a cubic environment map? Docs are pretty sparse
- elderic
- 24 posts
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The reason I'm intested in this is, that I want to build skymaps as rendered scene backgrounds within Unity. If I have a cubic environment map seen from point X with the surrounding scene, I can use the six generated textures to stitch them together seamlessly in Unity.
This provides me with a scene background which can be anything, really. A room, a distant landscape with clouds overhead, etc.
A polar panorama only works in that aspect, that I could use a large cylinder with inward facing normals surrounding my scene. If I put the panorama on this cylinder, I have a landscape, etc. This doesn't cover floor and ceiling however.
It's also a possibility, but I would prefer a cubic environment map, since I can use it for reflections in shaders and scene backgrounds in skymaps equally.
I utilized this to great effect in several realtime projects and just want to know how to get this out properly from within houdini
Well… now to the execution:
I followed the docs and your checklist, but still no cubic environment map seems to be rendered out to anywhere I can find.
A scene is provided as attachment, maybe somebody can point me to the error. When I render the scene, no cubic environment map or additional image planes are generated.
This provides me with a scene background which can be anything, really. A room, a distant landscape with clouds overhead, etc.
A polar panorama only works in that aspect, that I could use a large cylinder with inward facing normals surrounding my scene. If I put the panorama on this cylinder, I have a landscape, etc. This doesn't cover floor and ceiling however.
It's also a possibility, but I would prefer a cubic environment map, since I can use it for reflections in shaders and scene backgrounds in skymaps equally.
I utilized this to great effect in several realtime projects and just want to know how to get this out properly from within houdini
Well… now to the execution:
I followed the docs and your checklist, but still no cubic environment map seems to be rendered out to anywhere I can find.
A scene is provided as attachment, maybe somebody can point me to the error. When I render the scene, no cubic environment map or additional image planes are generated.
Houdini Indie and Apprentice » Rendering a cubic environment map? Docs are pretty sparse
- elderic
- 24 posts
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Hey there
I'm trying to do a render setup for a cubic environment map.
As far as I read under “Rendering Cubic environment maps” in the docs, I created a cube and added all the required nodes under Rendering Parameters.
Settings:
- output to “$HIP/cubemap.pic”
- view resolution to 1024x1024
A standard mantra-node and a cam1 is in the scene.
When I render, only the standard camera-view of cam1 shows up in mplay.
No environment map-tiles seem to be rendered, no new files appear in the $HIP dir.
the docs are pretty sparse; also google.
any hints what I overlooked?
I'm trying to do a render setup for a cubic environment map.
As far as I read under “Rendering Cubic environment maps” in the docs, I created a cube and added all the required nodes under Rendering Parameters.
Settings:
- output to “$HIP/cubemap.pic”
- view resolution to 1024x1024
A standard mantra-node and a cam1 is in the scene.
When I render, only the standard camera-view of cam1 shows up in mplay.
No environment map-tiles seem to be rendered, no new files appear in the $HIP dir.
the docs are pretty sparse; also google.
any hints what I overlooked?
Technical Discussion » How to move a pivot point in mac version?
- elderic
- 24 posts
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Houdini Indie and Apprentice » Volume VOP Parameter via Primitive Attribute
- elderic
- 24 posts
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Hi there,
is it possible that the Volume VOP cannot import parameters via the parameter node on a primitive or point basis?
If I do f.e. the following:
- create a volume, initial value 1
- attribCreate, let's say rand($PR) or a static value 0.3 -> my_var
(details view clearly shows the attribute)
- add a volume vop (let's ignore the warning and let it bind density)
- add a parameter node inside the volume vop, name it my_var
- create some turbulent noise and multiply it by my parameter, pipe it back out to density
-> result: piped-in parameter gets ignored. no matter if it's a vertex, point, primitive or detail attribute. Only the parameter default value in the Volume VOP is used.
if I do something similar with a box, some attribCreated-point values and a VOP SOP with “Displace Normals”, it works just fine.
Is this some basic limitation of volumes? it lists a primitive, but there is actually not really one, because it's a 3D-field?
is it possible that the Volume VOP cannot import parameters via the parameter node on a primitive or point basis?
If I do f.e. the following:
- create a volume, initial value 1
- attribCreate, let's say rand($PR) or a static value 0.3 -> my_var
(details view clearly shows the attribute)
- add a volume vop (let's ignore the warning and let it bind density)
- add a parameter node inside the volume vop, name it my_var
- create some turbulent noise and multiply it by my parameter, pipe it back out to density
-> result: piped-in parameter gets ignored. no matter if it's a vertex, point, primitive or detail attribute. Only the parameter default value in the Volume VOP is used.
if I do something similar with a box, some attribCreated-point values and a VOP SOP with “Displace Normals”, it works just fine.
Is this some basic limitation of volumes? it lists a primitive, but there is actually not really one, because it's a 3D-field?
Houdini Indie and Apprentice » How to create this curve normal configuration with point-SOP
- elderic
- 24 posts
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Hey Community!
I'm at a loss how to create the pictured curve with corresponding normals.
Basically I'm trying to understand the Sweep-SOP better.
To be able to replicate what Sweep does, I need to create a curve
with the normals facing away from the curve-points according to the curvature at this curve point.
I created the curve and piped it into a point-SOP.
But how to get the desired normals now?
I cannot do something like “point(”../add1“, 0, ”P“, 0) - $TX”, to align the normals toward another point. The normals would flip when the curve spirals.
Any gurus care to explain?
Edward maybe?
I'm at a loss how to create the pictured curve with corresponding normals.
Basically I'm trying to understand the Sweep-SOP better.
To be able to replicate what Sweep does, I need to create a curve
with the normals facing away from the curve-points according to the curvature at this curve point.
I created the curve and piped it into a point-SOP.
But how to get the desired normals now?
I cannot do something like “point(”../add1“, 0, ”P“, 0) - $TX”, to align the normals toward another point. The normals would flip when the curve spirals.
Any gurus care to explain?
Edward maybe?
Houdini Indie and Apprentice » Interactive feedback in the viewport
- elderic
- 24 posts
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it was the toggle between “update on mouseup” and “auto update”.
thank you very much
-elderic
thank you very much
-elderic
Houdini Indie and Apprentice » Grid/Plane as Image Plane
- elderic
- 24 posts
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try to use a VEX opengl2 material (f.e. “decal”) and apply it. The VEX FBX material works for previewing textures as well I think.
another option:
create a material in the shop,
in it create a VEX decal,
apply texture in decal node,
apply material to poly object.
another option:
create a material in the shop,
in it create a VEX decal,
apply texture in decal node,
apply material to poly object.
Houdini Indie and Apprentice » Interactive feedback in the viewport
- elderic
- 24 posts
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Hey Experts
Quick question: whenever I move something in the viewport, the surface updates to the new translate-position when I stop moving the translation gizmo handle.
this is somewhat different from all the other apps that I know. if I move a piece of geometry with a handle in maya f.e., it moves instantly and interactively while I manipulate the gizmo.
houdini is more like this:
- move gizmo blindly
- snap surface to new position
this is kind of unnerving.
is there a button to switch that behaviour in the viewport?
the option “interactive mode” only seems to change the shading when I move my camera, it doesn't change this particular issue.
-elderic
Quick question: whenever I move something in the viewport, the surface updates to the new translate-position when I stop moving the translation gizmo handle.
this is somewhat different from all the other apps that I know. if I move a piece of geometry with a handle in maya f.e., it moves instantly and interactively while I manipulate the gizmo.
houdini is more like this:
- move gizmo blindly
- snap surface to new position
this is kind of unnerving.
is there a button to switch that behaviour in the viewport?
the option “interactive mode” only seems to change the shading when I move my camera, it doesn't change this particular issue.
-elderic
Houdini Indie and Apprentice » Differences of Apprentice HD to Houdini Master
- elderic
- 24 posts
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Hi there
Quick Question:
as far as I understand from the apprentice-buy-me-now-page the only difference between Apprentice HD and a full Houdini Master would be:
- no external renderers
- no fbx _EXPORT_
- animation render up to full HD
- only ONE mantra license token
- nc file format
right?
Or is there anything else not listed in particular?
Thankx,
elderic
Quick Question:
as far as I understand from the apprentice-buy-me-now-page the only difference between Apprentice HD and a full Houdini Master would be:
- no external renderers
- no fbx _EXPORT_
- animation render up to full HD
- only ONE mantra license token
- nc file format
right?
Or is there anything else not listed in particular?
Thankx,
elderic
Houdini Indie and Apprentice » how to duplicate a complete dynamics simulation?
- elderic
- 24 posts
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Hi there once again
I followed this tutorial to make a pin-constrained RigidBody Simulation and all is fine and well.
Now: how do I copy and offset this one simulation to generate let's say 20 different behaving pendulums?
And while we're at it: I want to animate the pin-constraint handle.
I guess there's some upper level copy-node so I don't have to hand-setup the same simulation twenty times?
Regards,
-elderic
I followed this tutorial to make a pin-constrained RigidBody Simulation and all is fine and well.
Now: how do I copy and offset this one simulation to generate let's say 20 different behaving pendulums?
And while we're at it: I want to animate the pin-constraint handle.
I guess there's some upper level copy-node so I don't have to hand-setup the same simulation twenty times?
Regards,
-elderic
Houdini Indie and Apprentice » Non-Linear Animation with Toon Character?
- elderic
- 24 posts
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Thank you very much.
Once again you were very helpful
Have a nice transition into 2010!
Cheers,
Elderic
Once again you were very helpful
Have a nice transition into 2010!
Cheers,
Elderic
Houdini Indie and Apprentice » Non-Linear Animation with Toon Character?
- elderic
- 24 posts
- Offline
Hi there,
how would I generate reusable clips from animations of the toon character? I'm searching for a way to create “Clips” from keyframe ranges that I can play back on the Toon-Character then.
Let's say I do the following:
- I animate the toon character. let's say it's a 25 frames walk-cycle.
Now I would like to select the 25 frames and say “you're clip ‘walk1’”.
- I animate the toon character again. this time a 12 frames running-cycle.
I select the 12 frames and say “you're clip ‘run1’”
Then finally:
- I place another Toon-Char with the same rig in the scene, copy it 20 times and let them all play “walk1” with a random frame offset so it looks like a crowd walking.
or
- I animate a new Toon-Char which starts with walk1 and the blends into run1 and back out into walk1, so I don't have to animate the transitions by hand, etc.
What tools would I use for this?
Gimme a hint where to start with the research
Cheers,
elderic
how would I generate reusable clips from animations of the toon character? I'm searching for a way to create “Clips” from keyframe ranges that I can play back on the Toon-Character then.
Let's say I do the following:
- I animate the toon character. let's say it's a 25 frames walk-cycle.
Now I would like to select the 25 frames and say “you're clip ‘walk1’”.
- I animate the toon character again. this time a 12 frames running-cycle.
I select the 12 frames and say “you're clip ‘run1’”
Then finally:
- I place another Toon-Char with the same rig in the scene, copy it 20 times and let them all play “walk1” with a random frame offset so it looks like a crowd walking.
or
- I animate a new Toon-Char which starts with walk1 and the blends into run1 and back out into walk1, so I don't have to animate the transitions by hand, etc.
What tools would I use for this?
Gimme a hint where to start with the research
Cheers,
elderic
Houdini Indie and Apprentice » copy to polygons? or normals?
- elderic
- 24 posts
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Check my thread about “adding mount points”.
I use prim() and Add, Point, etc. for determining the
center of the polygon.
I use prim() and Add, Point, etc. for determining the
center of the polygon.
Houdini Indie and Apprentice » adding "mount points" for props to a procedual pol
- elderic
- 24 posts
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kk, I think I understood opinputpath and the point-node now.
And I see where my error was with the “./box1” expression.
thankx a thousand
Have a nice week!
-elderic
And I see where my error was with the “./box1” expression.
thankx a thousand
Have a nice week!
-elderic
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