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Houdini Lounge » Foreground image
- onesk8man
- 32 posts
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Houdini Lounge » Foreground image
- onesk8man
- 32 posts
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Yep, but I mean a foreground with alpha.
It would be enough with a “depth” offset value in the background options
I think it is essential.Don't you think so?
It would be enough with a “depth” offset value in the background options
I think it is essential.Don't you think so?
Houdini Lounge » Foreground image
- onesk8man
- 32 posts
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mmm….I think that feature is quite basic and useful. It should be easy to implement it in future releases, isn't it?
Would be great to have it in mplay too.
thanks!
Would be great to have it in mplay too.
thanks!
Houdini Lounge » Foreground image
- onesk8man
- 32 posts
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Hi there
Is there any way to put a foreground image? (without creating a plane yourself)
Also it would be great to have foreground images in mplay.
Looking forward for this feature in future releases.
Is there any way to put a foreground image? (without creating a plane yourself)
Also it would be great to have foreground images in mplay.
Looking forward for this feature in future releases.
Technical Discussion » Zdepth Transparency
- onesk8man
- 32 posts
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Hi there,
I'm rendering a scene with sprites, and I'm trying to extract without success the zdepth with the Pz image plane from my render ROP.
It becomes better if I'm increasing the “Shading Quality” in the Dicing tab of my sprites/object, but I have to increase the value around 10 to get a good quality, but also increase the render time too much (x20). And I don't need that “shading quality” for the Rgb just for the zdepth.
I'm wondering if there is any better way to do this, or just I'm missing anything.
Any guess? Thanks!
I'm rendering a scene with sprites, and I'm trying to extract without success the zdepth with the Pz image plane from my render ROP.
It becomes better if I'm increasing the “Shading Quality” in the Dicing tab of my sprites/object, but I have to increase the value around 10 to get a good quality, but also increase the render time too much (x20). And I don't need that “shading quality” for the Rgb just for the zdepth.
I'm wondering if there is any better way to do this, or just I'm missing anything.
Any guess? Thanks!
Houdini Lounge » Volume Fluids
- onesk8man
- 32 posts
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Oks.
I'm not a newbie in Houdini. But I have always found DOPS a little bit messy. Maybe I need to work more with DOPS, but for me it's the more caotic layout S
I'm not a newbie in Houdini. But I have always found DOPS a little bit messy. Maybe I need to work more with DOPS, but for me it's the more caotic layout S
Houdini Lounge » Volume Fluids
- onesk8man
- 32 posts
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I'm a little bit confuse about all the different containers there are in H10 to make smoke/fire.
I'm wondering if pyro solver is supose to be substitute of the smoke container, since is ready to work with smoke and fire and it seems to be more clear than other container/solvers.
roll
I'm wondering if pyro solver is supose to be substitute of the smoke container, since is ready to work with smoke and fire and it seems to be more clear than other container/solvers.
roll
Houdini Lounge » Volume local noise workflow
- onesk8man
- 32 posts
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Hi there!
It would be nice to have in H10 a better workflow to apply local noise in volumes.
I have been taking a look to the “heavy smoke” from the FX shelf, and it works great, but it's really hard to setup it if you have to do it by yourself.
I don't know if SESI will implement something about that in the next release…would be great S
btw if someone knows how to work with volumes with local noise, please, let me know
It would be nice to have in H10 a better workflow to apply local noise in volumes.
I have been taking a look to the “heavy smoke” from the FX shelf, and it works great, but it's really hard to setup it if you have to do it by yourself.
I don't know if SESI will implement something about that in the next release…would be great S
btw if someone knows how to work with volumes with local noise, please, let me know
Houdini Lounge » Houdini 10 Beta Testing
- onesk8man
- 32 posts
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Wow, the sneak peek videos look great. Congratulations!
I've a question about the HD license, in the article it says
“Please note that anyone who purchases Apprentice HD between now and the final release will get a H10 license”
So, If I buy a HD license now, I'll get a license for the gold version when it will be released? or I will have to buy a new license? (or upgrade)
Thanks! I cant wait for the new version )
I've a question about the HD license, in the article it says
“Please note that anyone who purchases Apprentice HD between now and the final release will get a H10 license”
So, If I buy a HD license now, I'll get a license for the gold version when it will be released? or I will have to buy a new license? (or upgrade)
Thanks! I cant wait for the new version )
Technical Discussion » Sprite Attribute Override
- onesk8man
- 32 posts
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Yep, that's the theory, and it works great, normaly
But NOT with sprites, it seems that it doesn't detect the geo_shader, because mantra render spheres instead sprites.
Bug ? !
But NOT with sprites, it seems that it doesn't detect the geo_shader, because mantra render spheres instead sprites.
Bug ? !
Technical Discussion » Sprite Attribute Override
- onesk8man
- 32 posts
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Hi there,
I don't know if I'm doing something wrong or just it doesn't work.
I have some sprites, and one material with a constant shader and the geometry shader (geo_sprite) inside.
If I use the material field in the object, pointing to my material it works perfect. But if I put the material in a material SOP it doesn't work, why?!
I just wanna use an attribute override, any guest?!
thanks!
I don't know if I'm doing something wrong or just it doesn't work.
I have some sprites, and one material with a constant shader and the geometry shader (geo_sprite) inside.
If I use the material field in the object, pointing to my material it works perfect. But if I put the material in a material SOP it doesn't work, why?!
I just wanna use an attribute override, any guest?!
thanks!
Houdini Lounge » Expressions in Hscript Textport
- onesk8man
- 32 posts
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Houdini Lounge » Expressions in Hscript Textport
- onesk8man
- 32 posts
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Hi there,
I'm wondering if there is any way to execute an expression in the hscript textport, just to check them out before to fill the fields.
thanks!
I'm wondering if there is any way to execute an expression in the hscript textport, just to check them out before to fill the fields.
thanks!
Technical Discussion » Transfer point attributes to isosurface
- onesk8man
- 32 posts
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f*ck i thought there was something )
Anyway, i'm doing that rendering metaballs as volumes, but the quality is not as good. Even tweaking the hidden attribute “volume step” in the object/sampling tab.
But i'm not able to mix the volume and override the shader attributes S
Yep, In the attribTransfer options there are “detail”,“point”,“primitive”,“vertices”
Seems to make sense add a “volume” there.
maybe for the next release SESI? (i don't mean H10) )
Anyway, i'm doing that rendering metaballs as volumes, but the quality is not as good. Even tweaking the hidden attribute “volume step” in the object/sampling tab.
But i'm not able to mix the volume and override the shader attributes S
Yep, In the attribTransfer options there are “detail”,“point”,“primitive”,“vertices”
Seems to make sense add a “volume” there.
maybe for the next release SESI? (i don't mean H10) )
Technical Discussion » Transfer point attributes to isosurface
- onesk8man
- 32 posts
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Hi all,
I'm trying to do some volumetric renders, but i'm not able to transfer the point attributes to an volume.
I have a metaball copied with particles, and converting that into a isosurface. And mixing it with a volume mix.
Thats is deleting my point attributes (POP).
any guess?
thanks!
I'm trying to do some volumetric renders, but i'm not able to transfer the point attributes to an volume.
I have a metaball copied with particles, and converting that into a isosurface. And mixing it with a volume mix.
Thats is deleting my point attributes (POP).
any guess?
thanks!
Technical Discussion » Sprite Motion Blur (H9 Workflow)
- onesk8man
- 32 posts
- Offline
Hi Miguel,
Thanks for the help. I found that, but I just don't understand why the attribute v is overwriting the render flag.
I hate those things in houdini roll
My 5 cents
I really think that SESI has to find a way to “lock” or change the color of the parameter field if something is overwriting it. (as a key or expression)
For instance
If you are creating an attribute in POPS, “diff” or “Alpha” or anything to override the shader value, it must block the shader parameter.
Thanks for the help. I found that, but I just don't understand why the attribute v is overwriting the render flag.
I hate those things in houdini roll
My 5 cents
I really think that SESI has to find a way to “lock” or change the color of the parameter field if something is overwriting it. (as a key or expression)
For instance
If you are creating an attribute in POPS, “diff” or “Alpha” or anything to override the shader value, it must block the shader parameter.
Technical Discussion » Sprite Motion Blur (H9 Workflow)
- onesk8man
- 32 posts
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Hi,
I'm doing some particles with sprites, but seems to be by default with motion blur even with the motionBlur checkbox off.
And it's getting the motion blur parameters being off… ?
I don't know if is overwriting the flag somewhere or it's just a bug
working with 9.0.794
any guess?
I'm doing some particles with sprites, but seems to be by default with motion blur even with the motionBlur checkbox off.
And it's getting the motion blur parameters being off… ?
I don't know if is overwriting the flag somewhere or it's just a bug
working with 9.0.794
any guess?
Edited by - Feb. 5, 2008 05:45:57
Houdini Lounge » collada 1.4
- onesk8man
- 32 posts
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Hi there,
I'm wondering if the current collada in H9 is supporting all this new features,if not, when are they gonna be released?
What New in COLLADA 1.4?
Core Feature Enhancements
* Mesh geometry
* Skinning
* Morphing
* Animation
* Assets
* Data validation
I'm wondering if the current collada in H9 is supporting all this new features,if not, when are they gonna be released?
What New in COLLADA 1.4?
Core Feature Enhancements
* Mesh geometry
* Skinning
* Morphing
* Animation
* Assets
* Data validation
http//www.khronos.org/collada/
Houdini Lounge » ramp VOP
- onesk8man
- 32 posts
- Offline
yeah!
Really happy to hear news about that mtucker.
Even the “this is no guarantee that it will get done in any particular time frame” are good news.
thanks for this great suppport!
Really happy to hear news about that mtucker.
Even the “this is no guarantee that it will get done in any particular time frame” are good news.
thanks for this great suppport!
Houdini Lounge » ramp VOP
- onesk8man
- 32 posts
- Offline
uff, thanks for the replies.
I though I was the one that want that. )
C'mon a VOP ramp could be really useful! roll
I though I was the one that want that. )
C'mon a VOP ramp could be really useful! roll
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