Thanks so much. That was really smart. This is exactly what I was looking for
Better ways of creating wireframe renders in Houdini? Is that using Wren?
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Technical Discussion » wire pattern width
- furball
- 43 posts
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Technical Discussion » wire pattern width
- furball
- 43 posts
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Hi all
I'm using the wire pattern material to create a wireframe render. Any tips in making the width of the wire consistent across the geometry without it being affected by the size of the primitives?
Thanks in advance
I'm using the wire pattern material to create a wireframe render. Any tips in making the width of the wire consistent across the geometry without it being affected by the size of the primitives?
Thanks in advance
Edited by furball - May 24, 2018 02:32:48
Technical Discussion » Batch renaming a sequence of files (command line)
- furball
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Technical Discussion » Batch renaming a sequence of files (command line)
- furball
- 43 posts
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Hello
I have a sequence of files with scrambled numbers and I need to batch convert it to a new ordered sequence of files with number padding(e.g: frame0017, frame01, frame012 -> frame001, frame002, frame003).
Any ideas of what parameter/variable is used to create a padded sequence number in Houdini Command Line?
This is what I have so far:
for %i in (*.*) do ren %i newname%XXXX%~xi
I am trying various syntax in %XXXX as I can't find the padded sequence option.
Any ideas or tips are welcome.
Thanks in advance.
I have a sequence of files with scrambled numbers and I need to batch convert it to a new ordered sequence of files with number padding(e.g: frame0017, frame01, frame012 -> frame001, frame002, frame003).
Any ideas of what parameter/variable is used to create a padded sequence number in Houdini Command Line?
This is what I have so far:
for %i in (*.*) do ren %i newname%XXXX%~xi
I am trying various syntax in %XXXX as I can't find the padded sequence option.
Any ideas or tips are welcome.
Thanks in advance.
Technical Discussion » Lookat VOP
- furball
- 43 posts
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Technical Discussion » Lookat VOP
- furball
- 43 posts
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Hi all,
I would need to align the rotation of a number of points to a target point using a LOOKAT vop.
Any tips on this?
Thanks in advance!
I would need to align the rotation of a number of points to a target point using a LOOKAT vop.
Any tips on this?
Thanks in advance!
Technical Discussion » Varying Centroid Position in Sprites
- furball
- 43 posts
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Hi all
I am rendering points as sprites (using sprite procedural).
Is there any way to change the location of the centroid for each sprite
(e.g: like having the centroid at the bottom of the sprite)?
I am creating a sprite forest, so need the centroid to be located where the bottom of the sprite (tree/bush) is in contact with the ground.
Thanks!
I am rendering points as sprites (using sprite procedural).
Is there any way to change the location of the centroid for each sprite
(e.g: like having the centroid at the bottom of the sprite)?
I am creating a sprite forest, so need the centroid to be located where the bottom of the sprite (tree/bush) is in contact with the ground.
Thanks!
Technical Discussion » Curve intersection with plane
- furball
- 43 posts
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Technical Discussion » Curve intersection with plane
- furball
- 43 posts
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Technical Discussion » Copy SOP attributes
- furball
- 43 posts
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Thanks!
Read somewhere that the COPY SOP drops the varmaps (is this true?).
Just managed to access my custom attribute with prim().
Read somewhere that the COPY SOP drops the varmaps (is this true?).
Just managed to access my custom attribute with prim().
Technical Discussion » Copy SOP attributes
- furball
- 43 posts
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Hi all,
It could be a stupid question but I can't get my head around this.
I created an attribute called “foo”. It automatically varmaps it to “FOO”
I tried to access $FOO in one of the translate parameters in a COPY SOP. It doesn't let me saying there are no matching variables.
:?
Why can't I access this custom variable? I uploaded a file to better describe this.
Thanks in advance.
It could be a stupid question but I can't get my head around this.
I created an attribute called “foo”. It automatically varmaps it to “FOO”
I tried to access $FOO in one of the translate parameters in a COPY SOP. It doesn't let me saying there are no matching variables.
:?
Why can't I access this custom variable? I uploaded a file to better describe this.
Thanks in advance.
Technical Discussion » Material Override (random texture assignment)
- furball
- 43 posts
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Technical Discussion » Material Override (random texture assignment)
- furball
- 43 posts
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Hi all ,
I have got an issue with an expression when trying to override a baseColorMap in Material SOP.
`padzero(3,$CLASS%18+1)`.exr
I have got primitives grouped by $CLASS (primitive attribute) and textures named from 001.exr - 018.exr
The expression seems to evaluate correctly in the details view, but not when it renders (it actually only renders with the same texture without regarding its $CLASS attribute) :?
Any help will be appreciated
I have got an issue with an expression when trying to override a baseColorMap in Material SOP.
`padzero(3,$CLASS%18+1)`.exr
I have got primitives grouped by $CLASS (primitive attribute) and textures named from 001.exr - 018.exr
The expression seems to evaluate correctly in the details view, but not when it renders (it actually only renders with the same texture without regarding its $CLASS attribute) :?
Any help will be appreciated
Technical Discussion » Implementing Perspective Control on a Houdini Camera
- furball
- 43 posts
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Houdini Lounge » Autocad into Houdini help
- furball
- 43 posts
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Exploding the CAD drawing and importing straight from CAD as dxf doesn't seem to work in Houdini 13.
r12 dxf, 2000 dxf, 2004 dxf were all good to import into Houdini (after exploding the CAD drawing, hatching gets imported too)… but in earlier version tho :shock:
r12 dxf, 2000 dxf, 2004 dxf were all good to import into Houdini (after exploding the CAD drawing, hatching gets imported too)… but in earlier version tho :shock:
Technical Discussion » Delayed Load Shader and Point Instancing
- furball
- 43 posts
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Thanks, good to know that there is no relation when rendering .ifd and the houdini scene.
So no additional lighting can affect the render of the .ifds? Been busy with work now, but I will try some tests soon.
Just found out that the problem resides in my tree model. It seems that light intensity varies according to the rotation of the model. Depends on the number and orientation of each leaf, so it catches more light when there happens to be a larger number of leaves orientated to a certain angle…
Yep, using mantra archive generator to write out geometry and .ifd files.
So no additional lighting can affect the render of the .ifds? Been busy with work now, but I will try some tests soon.
Just found out that the problem resides in my tree model. It seems that light intensity varies according to the rotation of the model. Depends on the number and orientation of each leaf, so it catches more light when there happens to be a larger number of leaves orientated to a certain angle…
Yep, using mantra archive generator to write out geometry and .ifd files.
Technical Discussion » Delayed Load Shader and Point Instancing
- furball
- 43 posts
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Hi all,
I am trying to instance a tree (from a delayed load shader) and randomising its size and rotation.
But it seems that the single tree has the scene lights baked into it aswell (mantra archive creates a .bgeo and an .ifd file).
So when I am reading the disk files and rotating the instances, the original baked lighting keeps showing up on the rotated instances…
Is there a way to just save geometry and shader information onto disk (no lighting info to the .ifd file)?
I tried turning all lights off before writing to disk but it keeps having the same issue.
Thanks
I am trying to instance a tree (from a delayed load shader) and randomising its size and rotation.
But it seems that the single tree has the scene lights baked into it aswell (mantra archive creates a .bgeo and an .ifd file).
So when I am reading the disk files and rotating the instances, the original baked lighting keeps showing up on the rotated instances…
Is there a way to just save geometry and shader information onto disk (no lighting info to the .ifd file)?
I tried turning all lights off before writing to disk but it keeps having the same issue.
Thanks
Technical Discussion » Implementing Perspective Control on a Houdini Camera
- furball
- 43 posts
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Hello :wink:
I am thinking about implementing perspective control on a Houdini camera
(to control the appearance of perspective in the image).
http://en.wikipedia.org/wiki/Perspective_control_lens [en.wikipedia.org]
What is the best starting point for this? Should I dive straight into the Houdini HDK?
Any suggestions are welcome.
Thanx!
I am thinking about implementing perspective control on a Houdini camera
(to control the appearance of perspective in the image).
http://en.wikipedia.org/wiki/Perspective_control_lens [en.wikipedia.org]
What is the best starting point for this? Should I dive straight into the Houdini HDK?
Any suggestions are welcome.
Thanx!
Technical Discussion » dead subject
- furball
- 43 posts
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Technical Discussion » Bridging Maya and Houdini
- furball
- 43 posts
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Convert the textures to .rat format if rendering in mantra. Renders faster as it consumes less memory.
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