actually, the copy method works but i guess instancing should be less ressource consumming… But it seems that there's no rman sprite procedures like the one you can find for mantra.
You mentioned writing the procedure myself. How should I start, knowing that I have a C programming background? Any docs,tuts … links?
thanks a lot
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Technical Discussion » help: prman sprite
- muigoan
- 19 posts
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Technical Discussion » help: prman sprite
- muigoan
- 19 posts
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Technical Discussion » help: prman sprite
- muigoan
- 19 posts
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any clue anyone? :?
I am really stuck. At least if someone could give me a few hints. It'd help.
thanks
I am really stuck. At least if someone could give me a few hints. It'd help.
thanks
Technical Discussion » help: prman sprite
- muigoan
- 19 posts
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Hello,
I am trying to do the “working with sprites” sidefx tutorial with renderman as the renderer. I am kind of stuck after I have created the particle emitting object since I don't know how to tell renderman I want to assign sprites to the particles…
Any help would be appreciated, thanks.
I am trying to do the “working with sprites” sidefx tutorial with renderman as the renderer. I am kind of stuck after I have created the particle emitting object since I don't know how to tell renderman I want to assign sprites to the particles…
Any help would be appreciated, thanks.
Technical Discussion » prman imager shader?
- muigoan
- 19 posts
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Hi everyone,
I am trying to render out a Z depth image of a simple scene. I have 2 shaders: a surface shader that collects the depth information and an imager shader to put a solid background color behind the image.
rmands gives an “Unknown shader type” message on the imager shader.
So I wonder:
-How can houdini use that shader?
- How does houdini make Z depth image with renderman?
Any help will be appreciated. Thanks
I am trying to render out a Z depth image of a simple scene. I have 2 shaders: a surface shader that collects the depth information and an imager shader to put a solid background color behind the image.
rmands gives an “Unknown shader type” message on the imager shader.
So I wonder:
-How can houdini use that shader?
- How does houdini make Z depth image with renderman?
Any help will be appreciated. Thanks
Technical Discussion » help:VEX shader swimming with geometry deformation
- muigoan
- 19 posts
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Technical Discussion » help:VEX shader swimming with geometry deformation
- muigoan
- 19 posts
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the rest position seems to be useful when the geometry is undergoing rigid transformations not when the geometry itself is deforming. For instance, I made a soda can with a splatter texture applied to it (with a rest position vop in the network) but the shader swims when i animate a bend deformation on the can… it doesn't stick to the deforming surface of the geometry.
Technical Discussion » help:VEX shader swimming with geometry deformation
- muigoan
- 19 posts
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Hi everyone,
I have a problem with a basic splatter shader made in VEX. It swims when it is applied to a geometry that deforms (i.e. when it bends). I have read that Prman can let you specify a reference geometry (the state of the geometry before it deforms) in order to let the renderer “track” the surface regardless of what deformations the surface undergoes. Is that how it works with mantra too? If not, how can i make it “stick” to the surface?
any help will be appreciated.
thanks!
I have a problem with a basic splatter shader made in VEX. It swims when it is applied to a geometry that deforms (i.e. when it bends). I have read that Prman can let you specify a reference geometry (the state of the geometry before it deforms) in order to let the renderer “track” the surface regardless of what deformations the surface undergoes. Is that how it works with mantra too? If not, how can i make it “stick” to the surface?
any help will be appreciated.
thanks!
Technical Discussion » bump with vex builder?
- muigoan
- 19 posts
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oops, i just found out i switched the N and P input of the “shadingnormal” vop.
it works well now.
it works well now.
Technical Discussion » bump with vex builder?
- muigoan
- 19 posts
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actually i found the vop called “Shadingnormal”. It seems good except that after i have finished my network in VEX Builder, the vop viewport shows a black surface as if the surface normals where inverted. What did i do wrong?
Thanks for your help
Thanks for your help
Technical Discussion » bump with vex builder?
- muigoan
- 19 posts
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hello,
I am trying to make a simple bump map with the VEX Builder, but I can't figure out where the “computenormal” VOP is.
I am trying to translate into VEX Builder the following vex code snipet:
P_temp = P + ( N * bump_value * bump_amt ); // move P along its normal by intensity
N = computenormal( P_temp );
thanks for your help
I am trying to make a simple bump map with the VEX Builder, but I can't figure out where the “computenormal” VOP is.
I am trying to translate into VEX Builder the following vex code snipet:
P_temp = P + ( N * bump_value * bump_amt ); // move P along its normal by intensity
N = computenormal( P_temp );
thanks for your help
Technical Discussion » Help using Vex glass shader
- muigoan
- 19 posts
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I restarted the scene from scratch… and the dots were gone.
This is a little bit frustrating. It seems that having an ambient and diffuse color different from 0 doesn't generate these weird dots.
Anyway, thanks a lot for your time and help.
This is a little bit frustrating. It seems that having an ambient and diffuse color different from 0 doesn't generate these weird dots.
Anyway, thanks a lot for your time and help.
Technical Discussion » Help using Vex glass shader
- muigoan
- 19 posts
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Here is a screen copy of the test scene:
http://hgtai.free.fr/vex_glass.jpg [hgtai.free.fr]
The background colour is just a constant shader applied to a grid surface.
You can see the settings of the glass shader. I can't get rid of the dots like when rendering no matter how i tweak the ray bias or refraction index parameter…
I really don't know what to do… Any clue?
Thanks for your help
http://hgtai.free.fr/vex_glass.jpg [hgtai.free.fr]
The background colour is just a constant shader applied to a grid surface.
You can see the settings of the glass shader. I can't get rid of the dots like when rendering no matter how i tweak the ray bias or refraction index parameter…
I really don't know what to do… Any clue?
Thanks for your help
Technical Discussion » Help using Vex glass shader
- muigoan
- 19 posts
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Hi Everyone,
I have tried to apply the default VEX glass shader to a sphere with a constant shaded grid in the background. When the scene is rendered, the glass shader appears as a dotted surface. What am i doing wrong? what should i do to achieve a waterdrop like shader?
Any help will be welcome!
thanks
I have tried to apply the default VEX glass shader to a sphere with a constant shaded grid in the background. When the scene is rendered, the glass shader appears as a dotted surface. What am i doing wrong? what should i do to achieve a waterdrop like shader?
Any help will be welcome!
thanks
Technical Discussion » multilayered vex shader
- muigoan
- 19 posts
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wow, thanks a lot for the example, It's exactly what i was looking for.
I haven't studied it yet, i can't wait! Thanks a lot to the replies and hints.
I haven't studied it yet, i can't wait! Thanks a lot to the replies and hints.
Technical Discussion » multilayered vex shader
- muigoan
- 19 posts
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hmm, the thing is that i am trying to layer VEX shaders (done with VEX builder). Is there a SHOP that can do that since VEX layered Surface only layers Texture maps?
Technical Discussion » multilayered vex shader
- muigoan
- 19 posts
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Technical Discussion » multilayered vex shader
- muigoan
- 19 posts
- Offline
actually, this is is the sop network i have made:
box
|
uvproject1
|
shop1
|
layer2
|
uvproject2
|
shop2
The final render seems to ignore the first layer shader though there's an alpha channel in the second shader. It seems like like the second shader can't see the first layer's colour…
I can't figure out what's wrong about this network…
would you have any clue?
thanks again
box
|
uvproject1
|
shop1
|
layer2
|
uvproject2
|
shop2
The final render seems to ignore the first layer shader though there's an alpha channel in the second shader. It seems like like the second shader can't see the first layer's colour…
I can't figure out what's wrong about this network…
would you have any clue?
thanks again
Technical Discussion » multilayered vex shader
- muigoan
- 19 posts
- Offline
Hello there,
I have am new to Houdini and have been very interested about this thread. Actually I have tried to layer shaders but rather do it it with Vex shaders (built with vex builder) rather than texture shaders.
I am having a hell of a time figuring out how to overlap one home written vex shader with alpha channel over another home written vex shader (vex plastic like shader).
Would you have any clues about how to make this? thanks a lot for your help.
I have am new to Houdini and have been very interested about this thread. Actually I have tried to layer shaders but rather do it it with Vex shaders (built with vex builder) rather than texture shaders.
I am having a hell of a time figuring out how to overlap one home written vex shader with alpha channel over another home written vex shader (vex plastic like shader).
Would you have any clues about how to make this? thanks a lot for your help.
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