tamteha of course there is already a node for it. thanks Tomas!
there is Tangent Field SOP which may do what you are asking for
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Technical Discussion » Quad Remesh Direction Field
- rutra
- 8 posts
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Technical Discussion » Quad Remesh Direction Field
- rutra
- 8 posts
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Any way of accessing Direction Field as an attribute? Maybe a feature request for the next version?
Separate tool for computing the surface direction field would be even better! Maybe someone got a VEX script to do just that? This vector field would be very useful!
Separate tool for computing the surface direction field would be even better! Maybe someone got a VEX script to do just that? This vector field would be very useful!
Edited by rutra - May 1, 2024 17:57:30
Technical Discussion » texture baking UDIM limit
- rutra
- 8 posts
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Goes up to 1099 and starts at 1001 again. There are ways around it using $FF but ideally it should be fixed.
cheers
cheers
Technical Discussion » VEX Builder to SHOP Net link broken
- rutra
- 8 posts
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I've got surface shader built in VEX Builder Network, not in SHOP.
SHOP Type Name is set to: “my_superduper_shader”
It has few arbitrary parameters like displacement maps and color maps left empty. “Compiled” version of it in SHOP network has these parameters filled with values. It all works until I reopen the scene. Warning message pops up saying “skipping unrecognized parameter” and all set parameters on SHOP shaders are blank again.
I've noticed that upon opening the scene, my_superduper_shader is missing in SHOP Tab menu and instead its called “VEX Builder Surface”
That is unless I go back to VEX Network and refresh (edit or change parameter) the shader. Then SHOP Tab menu gets back my_superduper_shader
Really annoying bug
SHOP Type Name is set to: “my_superduper_shader”
It has few arbitrary parameters like displacement maps and color maps left empty. “Compiled” version of it in SHOP network has these parameters filled with values. It all works until I reopen the scene. Warning message pops up saying “skipping unrecognized parameter” and all set parameters on SHOP shaders are blank again.
I've noticed that upon opening the scene, my_superduper_shader is missing in SHOP Tab menu and instead its called “VEX Builder Surface”
That is unless I go back to VEX Network and refresh (edit or change parameter) the shader. Then SHOP Tab menu gets back my_superduper_shader
Really annoying bug
Technical Discussion » Custom VOP Subnet node with dynamic iputs
- rutra
- 8 posts
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Hi,
I would like to create custom subnet digital asset that has dynamic inputs similar to illuminance loops or if-then blocks.
Do such nodes have to be created in HDK an/ord where can I find more information on it?
Thanks in advance.
art.
I would like to create custom subnet digital asset that has dynamic inputs similar to illuminance loops or if-then blocks.
Do such nodes have to be created in HDK an/ord where can I find more information on it?
Thanks in advance.
art.
Houdini Lounge » New Axis SSS
- rutra
- 8 posts
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Beautiful shader! Doesn't have ugly artifacts like many other shaders give when it come to deep scattering on complex geometry.
But unfortunately I'm unable to get Pcloud SSS version to work with VEX Global Illumination light. Is it due to the same problem as with reflections you've mentioned?
Non pcloud version seems to work ok.
But unfortunately I'm unable to get Pcloud SSS version to work with VEX Global Illumination light. Is it due to the same problem as with reflections you've mentioned?
Non pcloud version seems to work ok.
Technical Discussion » SSS and GI Light
- rutra
- 8 posts
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Technical Discussion » SSS and GI Light
- rutra
- 8 posts
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I'm having trouble getting SSS working properly with VEX GI Light.
Standard procedure with lambert materials is to generate photon map using Mantras ‘View-Dependant Photon Map Generation’ renderer and use it in VEX GI Light, right?
This way I will have a separate control over direct and indirect lights.
With SSS shader though, indirect (GI Light) will light it with both, direct and indirect directions resulting double brightness of the surface and no control over indirect pass.
I've attached an image demonstrating the problem.
Any help is highly appreciated
oh and I'm trying to avoid PBR solutions.
Standard procedure with lambert materials is to generate photon map using Mantras ‘View-Dependant Photon Map Generation’ renderer and use it in VEX GI Light, right?
This way I will have a separate control over direct and indirect lights.
With SSS shader though, indirect (GI Light) will light it with both, direct and indirect directions resulting double brightness of the surface and no control over indirect pass.
I've attached an image demonstrating the problem.
Any help is highly appreciated
oh and I'm trying to avoid PBR solutions.
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