thanks tamte.
i'm checking it.
But i noticed that it seems extremly slow.
Found 8 posts.
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Technical Discussion » Glass attenuation, doesn't work in PBR
- fikusplyne
- 8 posts
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Technical Discussion » Glass attenuation, doesn't work in PBR
- fikusplyne
- 8 posts
- Offline
Hi,
i'm trying to make some marbles.
But i noticed that if i switch to PBR my attenuation density and color doesn't work, and the glass shader always seems to be full transparent.
Is it a bug?
Do exist a walkaround?
Thanks in advance
i'm trying to make some marbles.
But i noticed that if i switch to PBR my attenuation density and color doesn't work, and the glass shader always seems to be full transparent.
Is it a bug?
Do exist a walkaround?
Thanks in advance
Technical Discussion » Anyone have experience with exporting matchmover to houdini?
- fikusplyne
- 8 posts
- Offline
I'm not sure to had understand what you need hairston630.
But you could load a background image directly in mplay(pressing d on mplay viewport), or you should render it directly with mantra.
To render a background image with mantra it's enough to go to camera,view and put a background image in the right parameter.
In that case your renders will be postdivided with background, so beware of it.
I hope to be usefull
But you could load a background image directly in mplay(pressing d on mplay viewport), or you should render it directly with mantra.
To render a background image with mantra it's enough to go to camera,view and put a background image in the right parameter.
In that case your renders will be postdivided with background, so beware of it.
I hope to be usefull
Technical Discussion » fading an object to smoke
- fikusplyne
- 8 posts
- Offline
Thanks rdane1010.
But my real problem is to have a smooth edge between smoke and the object.
Overall i need to find a way to have a colored smoke, with colors from the textured object.
But my real problem is to have a smooth edge between smoke and the object.
Overall i need to find a way to have a colored smoke, with colors from the textured object.
Technical Discussion » fading an object to smoke
- fikusplyne
- 8 posts
- Offline
Hi everyone,
i'm quite new with volume dinamics.
I'm tring to find an effect to transform an object in a billowy smoke.
But i don't want an hard edge tranformation.
I would like to have a smooth fade to smoke.
And it's very important for me to tranfer color attribute(expecially map color) from surface to smoke.
Anyone could help me in this?
Thanks.
i'm quite new with volume dinamics.
I'm tring to find an effect to transform an object in a billowy smoke.
But i don't want an hard edge tranformation.
I would like to have a smooth fade to smoke.
And it's very important for me to tranfer color attribute(expecially map color) from surface to smoke.
Anyone could help me in this?
Thanks.
Technical Discussion » did anyone try Houdini on Linux PS3?
- fikusplyne
- 8 posts
- Offline
Hi,
I saw that exist Houdini 9.5.379 for Sony Cell processor.
It's Amazing. I want to try.
My question is:
Ps3 have just 256Mb Ram , it could render a common scene?
May i launch mantra render with IFD on such few ram?
If any could answer, i'll appreciate.
F.
I saw that exist Houdini 9.5.379 for Sony Cell processor.
It's Amazing. I want to try.
My question is:
Ps3 have just 256Mb Ram , it could render a common scene?
May i launch mantra render with IFD on such few ram?
If any could answer, i'll appreciate.
F.
Technical Discussion » rottoscope modelling
- fikusplyne
- 8 posts
- Offline
Hi guys,
we are a little post-production in italy. We passed from our proprietaty software to Houdini. We are very happy about this change , Houdini rulez!!!!
We use it for the entire production, from modelling to final compositing.
The harder part, how could you immagine is modelling.
We are used to rotomodelling, so we put an image linked to he camera and we model over it.
Of course i founded roto-option of the camera, but i have seriuos problems to link image to the camera. I'm going to explain me better:
- i put an image in rotoscope.
- i would like to zoom in the viewport, without changing camera position or zoom value. In maya for example, you should use overscan value to do this.
For us it's very important to zoom over the viewport keeping the image constrained to the camera. Of course i had tried to apply zoom to background , but this doesn't what i'm looking for.
Could anyone help me?
Thanks
we are a little post-production in italy. We passed from our proprietaty software to Houdini. We are very happy about this change , Houdini rulez!!!!
We use it for the entire production, from modelling to final compositing.
The harder part, how could you immagine is modelling.
We are used to rotomodelling, so we put an image linked to he camera and we model over it.
Of course i founded roto-option of the camera, but i have seriuos problems to link image to the camera. I'm going to explain me better:
- i put an image in rotoscope.
- i would like to zoom in the viewport, without changing camera position or zoom value. In maya for example, you should use overscan value to do this.
For us it's very important to zoom over the viewport keeping the image constrained to the camera. Of course i had tried to apply zoom to background , but this doesn't what i'm looking for.
Could anyone help me?
Thanks
Technical Discussion » Previsualize displacement
- fikusplyne
- 8 posts
- Offline
Hi everybody,
i'm tring to figure out how to previsulize the displacement map directly to geometry. Probably it's a stupid question, but i'm just moving my first steps on houdini.
I really didn't understood how may i take info from a texture(uv, color, res…) to use these i a vop.
Could anybody help me?
Thanks in advance.
i'm tring to figure out how to previsulize the displacement map directly to geometry. Probably it's a stupid question, but i'm just moving my first steps on houdini.
I really didn't understood how may i take info from a texture(uv, color, res…) to use these i a vop.
Could anybody help me?
Thanks in advance.
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