Boy do I feel foolish. I’ve even done this exact thing before, silly brain just wasn’t making the connection I wanted.
Thanks you
Found 9 posts.
Search results Show results as topic list.
Technical Discussion » multiple hda listings of single hda
-
- ettylka
- 9 posts
- Offline
Technical Discussion » Limiting nodes within an material shader hda
-
- ettylka
- 9 posts
- Offline
Is it possible to limit the nodes that can be added within a matnet context hda? Pixar has done it with their pxrmaterialbuilder hda. It will only show pxr nodes and user osl nodes. I'd like to replicate this behaviour in a custom templated hda.
Technical Discussion » multiple hda listings of single hda
-
- ettylka
- 9 posts
- Offline
I was hoping I could get some help in making an hda that appears in multiple entries in the TAB menu. Basically, I want to emulate what sidefx has done with the attribute, point, primitive and vertex wrangle. These all generate the same hda, but with different values on the run over parm. I would like to make an hda that similarly has a couple of tab menu listing that generate the same hda with different starting values on the parms. Any ideas how to do this? I've been searching for answers but maybe I'm just not the correct key words in my searches.
Technical Discussion » Mat subnet material visibility
-
- ettylka
- 9 posts
- Offline
So I am attempting to use subnets to keep my long list of shaders organized in my files, with the idea that I have a subnet per asset, with all the associated shaders (pxr material builder) inside of it. My problem is coming from when I put my shaders inside of the subnet, I no longer can see those listed in the shop_materialpath picker on my obj level parms. I'm assuming this has to do with the render flag not being enabled on them, but it won't let me enable it when these are in a subnet. I've also tried with principled shaders as well. Is a subnet not the correct organizational container? Is there a different node I should be using. If I manually enter the full path to the assignment it works, and the shader assigns properly.
Technical Discussion » Move points at render time?
-
- ettylka
- 9 posts
- Offline
I' attempting to use the posted example method to render a more dense particle cloud from the compile block, but am struggling to get velocity blur to work through the engine procedural instance. If I render from the display node and disable the engine procedural it renders the points with velocity blur as expected, but once I run it through the auto engine procedural I no longer get the velocity motion blur. I've attempted adding the v attribute to the render point, but that did not seem to work.
Houdini Lounge » Render deep without saving beauty
-
- ettylka
- 9 posts
- Offline
Anyone know of a way to save out deep without saving the beauty image? I am running my deep through a seperate rop from my beauty image, because I don't want all the image planes saving deep as well. I have my deep rop set to save a separate image path than my output path, but I don't want my deep rop saving a copy of the beauty image as well as the deep image.
Technical Discussion » Houdini 13 ocean render comp problems
-
- ettylka
- 9 posts
- Offline
I have a default ocean surface setup with a sun and sky environment light. When I render it looks great, but when I try to reassemble the render from each component in comp I am missing something. Just by adding the separate layers back together there appears I am missing a component or something but I can't figure out what it is.
Houdini Learning Materials » Point replicate shader
-
- ettylka
- 9 posts
- Offline
Wondering if anybody can give me an example of how to use the point replicate shader in conjunction with the shader I want to render with my particles
Houdini Lounge » Custom File Sop
-
- ettylka
- 9 posts
- Offline
I would like to create a custom file sop. I have created a new operator, and matched to everything I can see in the existing file node from looking at the parameter editor. But my node does not show the geometry file I am reading. The overall purpose for this, is in our pipeline tools we have subscriptions we make to existing geometry pieces, and I wild like to be able to list the subscriptions (which I have done successfully) and have the selection from the list update the file path.( also which I have done successfully) But the node doesnot appear to actually load the geometry into my scene.
-
- Quick Links