Hi,
I don't seem to see anything about a velocity attribute in the deep raster options. Do you have to define the variable elsewhere in order to render it through deep raster? I would also assume that it would be a “vector” type, correct?
Thanks again!!
Will Atkin
Savannah College of Art and Design
Found 9 posts.
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Technical Discussion » output variable questions..
- waibeans
- 9 posts
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Technical Discussion » output variable questions..
- waibeans
- 9 posts
- Offline
Hi everyone,
I am wondering about uses for the surface VEX output variable. I'd like to see if I can use it to do a custom motion blur in compositing. Anyone have any info on how to do this?
Also I will be trying to match up zdepth from houdini with zdepth from lightwave. Has anyone ran into any problems with this?
Any insights would be greatly apprciated.
Will Atkin
Savannah College of Art and Design
I am wondering about uses for the surface VEX output variable. I'd like to see if I can use it to do a custom motion blur in compositing. Anyone have any info on how to do this?
Also I will be trying to match up zdepth from houdini with zdepth from lightwave. Has anyone ran into any problems with this?
Any insights would be greatly apprciated.
Will Atkin
Savannah College of Art and Design
Technical Discussion » ambient occlusion and shadowmatte shop
- waibeans
- 9 posts
- Offline
Hello again,
If anyone is wondering the workaround that I found is to turn the shadow into a luminance pass that I can then use as an alpha channel for the shadow itself.
I removed all of my shaders from the ground objects and replaced them with a lambert white. The variation in the lumination is enough to bring it into shake and create the matte for the shadow.
Thanks for the help in figuring out the shadowmatte.
Waibeans
If anyone is wondering the workaround that I found is to turn the shadow into a luminance pass that I can then use as an alpha channel for the shadow itself.
I removed all of my shaders from the ground objects and replaced them with a lambert white. The variation in the lumination is enough to bring it into shake and create the matte for the shadow.
Thanks for the help in figuring out the shadowmatte.
Waibeans
Technical Discussion » ambient occlusion and shadowmatte shop
- waibeans
- 9 posts
- Offline
hello everyone,
I am having issues with trying to extract a shadow pass on my ground plane. The shadowmatte shop that I use in normal renders doesnt pick up any shadows because the only light that I have in my scene is a GI light. I have it set to no shadows, but I wouldn't think this would make a difference because it is illuminated by the an ambient occlusion map anyway.
Shadows generated from other objects are created if I render the ground with its texture on it, but that doesn't help very much because I want the shadow as a separate render pass.
Is this even possible using GI or ambient occlusion?
Any one have any ideas?
waibeans
I am having issues with trying to extract a shadow pass on my ground plane. The shadowmatte shop that I use in normal renders doesnt pick up any shadows because the only light that I have in my scene is a GI light. I have it set to no shadows, but I wouldn't think this would make a difference because it is illuminated by the an ambient occlusion map anyway.
Shadows generated from other objects are created if I render the ground with its texture on it, but that doesn't help very much because I want the shadow as a separate render pass.
Is this even possible using GI or ambient occlusion?
Any one have any ideas?
waibeans
Technical Discussion » GI environment and .rat images
- waibeans
- 9 posts
- Offline
Hi everyone,
I am investigating Global illumination rendering using environment maps and just viewed the Ambient occlusion tutorial for v 6.1. It mentions an image format that Houdini uses with the extension .rat . Does anyone have any knowledge of this format? The tutorial seemed to go through a conversion process using isixpack to convert an image from cross-shaped to lat-long format.
My main question is: Is is possible to use .hdr or 32-bit .Tiffs as enviroment maps if I convert it to Lat-long dimensions using another utility.. eg: hdrshop.
2nd part of this question is does the enviroment map setting in the VEX GI shop responsible for lighting and photon emission or just ambient occulsion and reflections.
Any help would be greatly appreciated!!
Thanks,
Waibeans
I am investigating Global illumination rendering using environment maps and just viewed the Ambient occlusion tutorial for v 6.1. It mentions an image format that Houdini uses with the extension .rat . Does anyone have any knowledge of this format? The tutorial seemed to go through a conversion process using isixpack to convert an image from cross-shaped to lat-long format.
My main question is: Is is possible to use .hdr or 32-bit .Tiffs as enviroment maps if I convert it to Lat-long dimensions using another utility.. eg: hdrshop.
2nd part of this question is does the enviroment map setting in the VEX GI shop responsible for lighting and photon emission or just ambient occulsion and reflections.
Any help would be greatly appreciated!!
Thanks,
Waibeans
Houdini Lounge » camera projection mapping?
- waibeans
- 9 posts
- Offline
Houdini Lounge » camera projection mapping?
- waibeans
- 9 posts
- Offline
Hello everyone,
I have been searching the help files for a technique to do camera projection mapping in houdini 6.0 and am not having any luck
It a technique that is possible in maya and lightwave, so hopefully houdini can handle it as well.
It involves projecting my background image (live plate) from the camera onto geometry as a texture so I can then do animation on the geometry for perspective shifts and other fx.
Does anyone know if it is possible or if there is a workaround??
Any help would be greatly appreciated!!
Waibeans
I have been searching the help files for a technique to do camera projection mapping in houdini 6.0 and am not having any luck
It a technique that is possible in maya and lightwave, so hopefully houdini can handle it as well.
It involves projecting my background image (live plate) from the camera onto geometry as a texture so I can then do animation on the geometry for perspective shifts and other fx.
Does anyone know if it is possible or if there is a workaround??
Any help would be greatly appreciated!!
Waibeans
Technical Discussion » convert camera file from Maya 5
- waibeans
- 9 posts
- Offline
Hi guys,
this could be considered a maya question, but since my end result is to convert my maya camera animation into houdini 5.5 for motion tracking I thought I'd pose the question to the houdini forums.
So, does any body know how to export the camera including world space settings to a format that houdini can recognize?
any help would be greatly appreciated.
Waibeans
this could be considered a maya question, but since my end result is to convert my maya camera animation into houdini 5.5 for motion tracking I thought I'd pose the question to the houdini forums.
So, does any body know how to export the camera including world space settings to a format that houdini can recognize?
any help would be greatly appreciated.
Waibeans
Technical Discussion » rigid body tutorial
- waibeans
- 9 posts
- Offline
Hello,
I am trying to find info about setting up a rigid body dynamic network, using some models that I have built. I want to convert my models into RDB particles and use them as collision objects as they fall to the ground.
The only info I can find is the .pdf file for v4 entitled Rigid Body Dynamics Intro, and unfortunately this tut is out of date and it requires you to use an existing file called RDB_intro.hip which I cannot find anywhere.
If anyone has an info about this topic, please let me know.. any help would be greatly appreciated.
thanks,
Waibeans
I am trying to find info about setting up a rigid body dynamic network, using some models that I have built. I want to convert my models into RDB particles and use them as collision objects as they fall to the ground.
The only info I can find is the .pdf file for v4 entitled Rigid Body Dynamics Intro, and unfortunately this tut is out of date and it requires you to use an existing file called RDB_intro.hip which I cannot find anywhere.
If anyone has an info about this topic, please let me know.. any help would be greatly appreciated.
thanks,
Waibeans
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