I am very new to houdini and using VDB. Recently I have been provided a scene with models that are smaller than what I normally work with (I don't really understand a lot about scaling, so I normally just scale according to the grid). I tried to convert a polygon into VDB. I did this with the scale of the model provided and also my normal scale.
I want the VDB on the right to look like the one on the left, I have tried playing with the settings but I can't seem to get the VDB to look right?
I have limited knowledge of VDB, I have tried setting the unit in preferences and using volume vop to scale the density, but didn't seem to work?
Can someone please guide me to the right direction, sorry if this is a stupid question!
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Houdini Indie and Apprentice » VDB scaling problem
- hyemily
- 26 posts
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Houdini Indie and Apprentice » Render geometry with different time range?
- hyemily
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sepuso I should always cache the full range and clamp it after?
You can use a Time Shift node … and clamp each cache where you do not have geo for it.
So let say that you have a cache for 100 - 200 you can tell the time shift to Clamp First, last or both.
Houdini Indie and Apprentice » Render geometry with different time range?
- hyemily
- 26 posts
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Enivob
If you can see it in the viewport you should be able to render it.
It says error saving geometry for the other files, but those files aren't supposed to be showing in the scene at that frame anyway?
Houdini Indie and Apprentice » Render geometry with different time range?
- hyemily
- 26 posts
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Hi this is my first time rendering in houdini, I have got 6 different geometry which have been cached separately with different time frames and then load in as 6 files, they play at different times and the files overlap each other at some frames but run as a whole animation . I am just wondering if I can render this or do I have to cache all the geometry with the same frame range?
Edited by hyemily - Jan. 22, 2017 19:14:23
Houdini Indie and Apprentice » difference between blendshapes and sequence blend?
- hyemily
- 26 posts
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I have read about it on the website and have tested it, but I can't really understand the difference between the two nodes, can anyone explain it to me? thank you!
Houdini Indie and Apprentice » Change materials from mantra surface to material shader builder?
- hyemily
- 26 posts
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I have been following this tutorial : https://app.pluralsight.com/library/courses/disintegration-teleportation-reintegration-effects-houdini-2322/exercise-files, [app.pluralsight.com] everything works perfectly until the shading part.
In the video he uses clay as a material shader builder, then proceeds to editing the vop network. However, I can only find clay as a mantra surface in my Houdini version which makes editing the network a lot more complicated. This is probably a stupid question and I am very new to Houdini, but is there a way to use clay as a material shader builder(into a vopmaterial) ? If I just change the operator type, it's still not what I am looking for.
In the video he uses clay as a material shader builder, then proceeds to editing the vop network. However, I can only find clay as a mantra surface in my Houdini version which makes editing the network a lot more complicated. This is probably a stupid question and I am very new to Houdini, but is there a way to use clay as a material shader builder(into a vopmaterial) ? If I just change the operator type, it's still not what I am looking for.
Houdini Indie and Apprentice » Exporting Pyro black body colour in Maya
- hyemily
- 26 posts
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I am very new to Houdini , after looking at https://vimeo.com/145607570, [vimeo.com] I successfully created the lava with colour change using pyro black body. However, I wish to export this into Maya because I want to render it using V-ray (I am running out of time to learn Houdini). Is there a way to export the mesh with the colour change from Houdini into Maya? Does pyro black body only work with Mantra?
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