lokks like icomposite doesn't keep the extra image planes when processing exr frames.
is there a way to do that ?
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Technical Discussion » icomposite doesn't keep image planes in .exr
- lulu116
- 54 posts
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Technical Discussion » Displace and normal maps from zbrush
- lulu116
- 54 posts
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hello everyone
I'm trying to setup a character coming from zbrush with displacement and normal maps.
I've generated the maps from subdiv level 3 in Zbrush (max subdiv is 6)
Displace works as expected but I'm having problems to get very fine details showing up.I use Auvs from Zbrush into a 8192*8192 pixels map.
I tried to crank up the dicing quality to 2 or 3 but I'm still missing details.
I generated a normal map with flipG and flipB on and tangent off as in PQ vimeo tutorial… but when applied it looks weird.
I dived into the MantraSurface node and the InvertNormal and checked the substract constant which was at .5 .5 .5 after that there is a multiply constant node with value of 1 1 -1.
I chqnged it to 1 1 1 and the normals “seems” ok.
so my questions are :
-are these values ok or am I still missing something?
-is there a way to have tangent space normals (I need to animate)?
-is adding displacement “and” normal map a good solution for more details?
-are there other tips for getting the same details in Houdini as in Zbrush
thanks
luc
I'm trying to setup a character coming from zbrush with displacement and normal maps.
I've generated the maps from subdiv level 3 in Zbrush (max subdiv is 6)
Displace works as expected but I'm having problems to get very fine details showing up.I use Auvs from Zbrush into a 8192*8192 pixels map.
I tried to crank up the dicing quality to 2 or 3 but I'm still missing details.
I generated a normal map with flipG and flipB on and tangent off as in PQ vimeo tutorial… but when applied it looks weird.
I dived into the MantraSurface node and the InvertNormal and checked the substract constant which was at .5 .5 .5 after that there is a multiply constant node with value of 1 1 -1.
I chqnged it to 1 1 1 and the normals “seems” ok.
so my questions are :
-are these values ok or am I still missing something?
-is there a way to have tangent space normals (I need to animate)?
-is adding displacement “and” normal map a good solution for more details?
-are there other tips for getting the same details in Houdini as in Zbrush
thanks
luc
Technical Discussion » mixing keyframe and simulation with prefractured object
- lulu116
- 54 posts
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this is a simplified scene that I hope explain the thing.
I'd like to have this kind of effect but without using the ball , only gravity starting from center and growing radially.
thanks in advance
luc
I'd like to have this kind of effect but without using the ball , only gravity starting from center and growing radially.
thanks in advance
luc
Technical Discussion » mixing keyframe and simulation with prefractured object
- lulu116
- 54 posts
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hello everyone.
I've built a circular prefractured pattern in SOP with the Voronoi fracture Sop.
so far so good.
now I would like to make the differents pieces fall down with gravity but starting in the center than gradually growing to the outside and sending more and more objects to the solver.
I'm quite new to the RBD solver and under pressure.
if anyone had a pointer or to give me the global idea how to do that it would be great help.
thanks in advance
luc
I've built a circular prefractured pattern in SOP with the Voronoi fracture Sop.
so far so good.
now I would like to make the differents pieces fall down with gravity but starting in the center than gradually growing to the outside and sending more and more objects to the solver.
I'm quite new to the RBD solver and under pressure.
if anyone had a pointer or to give me the global idea how to do that it would be great help.
thanks in advance
luc
Technical Discussion » specular highlights on moving particles
- lulu116
- 54 posts
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hello all
I've got a particle system and I'm trying to find a way to generate some specular highlights type on it to make it glow a little bit.
I tried to use v as N with a regular lighting model.
I also try to use v as a tangent to use the hair models.
as long as particles are moving it gives some kind of results but of course if particles moves very slowly or stops moving it becomes hieratic to black (v=0 and N=0)
are there others methods/idea to do that ?
thanks for any hints
luc
I've got a particle system and I'm trying to find a way to generate some specular highlights type on it to make it glow a little bit.
I tried to use v as N with a regular lighting model.
I also try to use v as a tangent to use the hair models.
as long as particles are moving it gives some kind of results but of course if particles moves very slowly or stops moving it becomes hieratic to black (v=0 and N=0)
are there others methods/idea to do that ?
thanks for any hints
luc
Technical Discussion » pulling out a camera from a scaled subnetwork
- lulu116
- 54 posts
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Technical Discussion » pulling out a camera from a scaled subnetwork
- lulu116
- 54 posts
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sorry for the cryptic subject ..
I have a subnetwork (a .fbx import) that I had to scale down globally to fit into another scene.
the camera is inside the subnetwork and is also scaled and causes me some trouble.
how can I “extract” the camera and get a nonscaled camera that would be in world space..
object merge doesn't seem to work with camera.
cheers
luc
I have a subnetwork (a .fbx import) that I had to scale down globally to fit into another scene.
the camera is inside the subnetwork and is also scaled and causes me some trouble.
how can I “extract” the camera and get a nonscaled camera that would be in world space..
object merge doesn't seem to work with camera.
cheers
luc
Technical Discussion » constant shading in PBR
- lulu116
- 54 posts
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hello all.
I'm working on a VOP shader that is supposed to output a constant color value on the object.
this needs to be rendered with PBR and this is where my problem starts.
all the shader is ok in raytrace or micropolygon but renders black in PBR.
so I guess I need to connect my resulting color to the BSDF slot(yellow) to be used with PBR.
I tried to pass through a Lighting Model node and connect my Color to diffuse … works for all shading models but not for the constant one.
doc says “Constant simply assigns the diffuse (diff) value to the color”
no luck.
then I tried to go through a Surface Model node , connect my color to emission.and this is working.
the thing that I don't understand is why does the Constant material from the General Material Palette of houdini renders correctly in PBR (with no BSDF output) and not mine ?
I guess I'm missing something.
thanks in advance
luc
btw : I'm rendering curves with 12.1 on Ubuntu
I'm working on a VOP shader that is supposed to output a constant color value on the object.
this needs to be rendered with PBR and this is where my problem starts.
all the shader is ok in raytrace or micropolygon but renders black in PBR.
so I guess I need to connect my resulting color to the BSDF slot(yellow) to be used with PBR.
I tried to pass through a Lighting Model node and connect my Color to diffuse … works for all shading models but not for the constant one.
doc says “Constant simply assigns the diffuse (diff) value to the color”
no luck.
then I tried to go through a Surface Model node , connect my color to emission.and this is working.
the thing that I don't understand is why does the Constant material from the General Material Palette of houdini renders correctly in PBR (with no BSDF output) and not mine ?
I guess I'm missing something.
thanks in advance
luc
btw : I'm rendering curves with 12.1 on Ubuntu
Technical Discussion » basicliquid shader - difference between raytracing and pbr
- lulu116
- 54 posts
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tamte
enable All Paths for Allowable Paths in PBR and set Diffuse Limit to 1 (at least)
to allow diffuse rays pass through refraction, you will get caustics for free (well, actually pretty expensive and noisy, but that's more physical way)
or
alternatively you can just exclude your drops from shadowcasting, less realistic, but faster
thanks.it works fine , but as you said , expensive and noisy
luc
Technical Discussion » basicliquid shader - difference between raytracing and pbr
- lulu116
- 54 posts
- Offline
tamte
enable All Paths for Allowable Paths in PBR and set Diffuse Limit to 1 (at least)
to allow diffuse rays pass through refraction, you will get caustics for free (well, actually pretty expensive and noisy, but that's more physical way)
or
alternatively you can just exclude your drops from shadowcasting, less realistic, but faster
thanks.it works fine , but as you said , expensive and noisy
luc
Technical Discussion » basicliquid shader - difference between raytracing and pbr
- lulu116
- 54 posts
- Offline
hello
I'm rendering fluidsurface with the basicliquid shader and I've got a big difference between raytrace and pbr when the water is close to the skin.
ray tracing takes very long to render compared to pbr. …
reflect and refract limit are 10.
I'm rendering fluidsurface with the basicliquid shader and I've got a big difference between raytrace and pbr when the water is close to the skin.
ray tracing takes very long to render compared to pbr. …
reflect and refract limit are 10.
Technical Discussion » depth of field and StereoCamera
- lulu116
- 54 posts
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Technical Discussion » depth of field and StereoCamera
- lulu116
- 54 posts
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hum this is embarrassing …
I'm using a ZPS value and interaxial distance to create the stereo effect.
is it possible to recreate the exact same view with two standart camera ?
is there another workaround ?
thanks .
luc
I'm using a ZPS value and interaxial distance to create the stereo effect.
is it possible to recreate the exact same view with two standart camera ?
is there another workaround ?
thanks .
luc
Technical Discussion » depth of field and StereoCamera
- lulu116
- 54 posts
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hello everyone
when I'm using the same parameters for focus distance and Fstop on a regular camera and a stereo camera , same position and rotations , I got totally different results when rendering with Dof.
the stereo camera is “super blurred”.
I'm using 12.1.77 on linux ubuntu.
luc
when I'm using the same parameters for focus distance and Fstop on a regular camera and a stereo camera , same position and rotations , I got totally different results when rendering with Dof.
the stereo camera is “super blurred”.
I'm using 12.1.77 on linux ubuntu.
luc
Houdini Lounge » 100K Rendering
- lulu116
- 54 posts
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render or convert your file in .rat format , get a grid , planar map your picture and render … it worked for me with a 55000x55000 stitched panorama.
Technical Discussion » transparent volume
- lulu116
- 54 posts
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hello all
I'm trying to have a volumic object that would be visible only when lit by a light.ie totally transparent when there is no light.is there a shader that could achieve that ?
thanks
luc
I'm trying to have a volumic object that would be visible only when lit by a light.ie totally transparent when there is no light.is there a shader that could achieve that ?
thanks
luc
Technical Discussion » read data from files in hscript
- lulu116
- 54 posts
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Technical Discussion » read data from files in hscript
- lulu116
- 54 posts
- Offline
hello everyone
how can I read data from an ascii file in hscript and use the data to set parameters …
sorry for the trivial question
luc
how can I read data from an ascii file in hscript and use the data to set parameters …
sorry for the trivial question
luc
Technical Discussion » problem when using s in lines render
- lulu116
- 54 posts
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hello everyone
this is H-11.1.118 on linux ubuntu.
I need to render lines using s parameter to soften the edges.
it's rendering fine in the RenderView inside Houdini but if I render from a rop in Mplay it renders black(looks like s=0)
if I switch s to t it renders fine.
it works in raytracing but not Micropolygon nor pbr.
I attach a scene if somebody could check it out on other installation.
thanks in advance
luc
this is H-11.1.118 on linux ubuntu.
I need to render lines using s parameter to soften the edges.
it's rendering fine in the RenderView inside Houdini but if I render from a rop in Mplay it renders black(looks like s=0)
if I switch s to t it renders fine.
it works in raytracing but not Micropolygon nor pbr.
I attach a scene if somebody could check it out on other installation.
thanks in advance
luc
Technical Discussion » no refraction attenuation in pbr
- lulu116
- 54 posts
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