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Houdini Indie and Apprentice » How can I cut a hole in a plane?
- stu
- 246 posts
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That line is required, by definition - the hole can't exist in a polygonal surface without it.
Technical Discussion » edge bevel correctly
- stu
- 246 posts
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Three important things to remember when using the polybevelSOP: the points have to be shared, the points have to be common, and the normals have to be correct. That is to say, each meeting surface should have the same points in the same place and that the normals should be facing in the correct direction.
Technical Discussion » twist in curved tape
- stu
- 246 posts
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If you use a Sweep SOP and sweep a line along the original curve to produce the “tape” surface instead of skinning two curves together you can use the Twist parameter, no?
Technical Discussion » New H11 materials render artifacts
- stu
- 246 posts
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rmagee
Try rendering the model with “polygons as subdivision” - that should help. This option is on the object's Render > Geometry tabs…
That's a creative choice, not a technical one - what if I don't want to render subd's?
Houdini Indie and Apprentice » Houdini 11 Apprentice - Manual license install
- stu
- 246 posts
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Houdini Indie and Apprentice » Houdini 11 Apprentice - Manual license install
- stu
- 246 posts
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You can add me to the list of Windows 7 64bit laptop wifi'ers that can't get 11 to install. After my version 11 installation attempt and fail, version 10 no longer launched either, requiring a total strip down and re-installation of version 10.
Houdini Indie and Apprentice » Hard edges render round
- stu
- 246 posts
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Houdini Indie and Apprentice » Hard edges render round
- stu
- 246 posts
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Houdini Lounge » modeling
- stu
- 246 posts
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jesta
Houdini's procedural paradigm means that you model in a different way to other packages. Sometimes this requires a little more thought, other times not.
It perhaps doesn't have some of the tools that exist in other packages, but if you know what you are doing I find you can work very quickly.
I do all my modeling in Houdini and have no problem with it.
Agreed.
Technical Discussion » Increase brighness of secondary bounces in PBR.
- stu
- 246 posts
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I haven't tried this, but it might work - double the diffuse brightness of your objects' materials (albedo) and cut your light intensities in half (assuming that your lights don't decay, in which case you'll have to play with the intensity of the lights to produce the same result), effectively returning the same result for the direct illumination but doubling the amount of indirect contribution.
Technical Discussion » Yup - more PBR questions
- stu
- 246 posts
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I could understand how there could be exposure issues at hand here, but even when I make a light source dim enough to no longer clip, it's still sharper than reflected geometry at the same distance. I'm curious as to how light sources are evaluated differently than genuine geometry when struck by a ray.
Would the expectation be that if I were to place a constant shaded grid at the same distance as a light source, both with their colours set to 1 1 1, that they'd be represented the same in a glossy reflection?
Would the expectation be that if I were to place a constant shaded grid at the same distance as a light source, both with their colours set to 1 1 1, that they'd be represented the same in a glossy reflection?
Technical Discussion » Yup - more PBR questions
- stu
- 246 posts
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Hey all,
I'm still trying to grasp what it is that pbr is doing under the hood. I made the simplest of shaders (essentially passed 100% reflection to “F” with a cone angle greater than 0 to blur the reflection as objects get further away) and came up with this image. It's a pbr render, so the light sources are reflected as well - terrific. Because of the cone angle in the reflection and the distance from the light sources to the ball, my expectation would be that the light source reflections in the ball would be blurry too, no? I understand that the lights are clamping because their intensity values are so high, (they're “physically correct”), but there has to be a consideration for this phenomenon if the renderer is going to reflect the light sources by definition.
I'm still trying to grasp what it is that pbr is doing under the hood. I made the simplest of shaders (essentially passed 100% reflection to “F” with a cone angle greater than 0 to blur the reflection as objects get further away) and came up with this image. It's a pbr render, so the light sources are reflected as well - terrific. Because of the cone angle in the reflection and the distance from the light sources to the ball, my expectation would be that the light source reflections in the ball would be blurry too, no? I understand that the lights are clamping because their intensity values are so high, (they're “physically correct”), but there has to be a consideration for this phenomenon if the renderer is going to reflect the light sources by definition.
Technical Discussion » Anisotropic reflections in PBR - what's the best way?
- stu
- 246 posts
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Technical Discussion » Anisotropic reflections in PBR - what's the best way?
- stu
- 246 posts
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Okay, I'm still fighting with this. I'm dealing with polygons with a legitimate u and v attribute - the lighting model VOP does the right thing with regards to the specular highlight, but I'm looking for a genuine reflection response. Has anyone crossed this bridge yet when dealing with polygons and pbr?
Technical Discussion » Anisotropic reflections in PBR - what's the best way?
- stu
- 246 posts
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Technical Discussion » Anisotropic reflections in PBR - what's the best way?
- stu
- 246 posts
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I know that this his been asked and answered a few times, but I was wondering if there was some sort of consensus, or better yet, an out of the box solution, to produce legitimate anisotropic reflections in a PBR render.
Thoughts?
Thoughts?
Houdini Indie and Apprentice » Tif and Rat problems
- stu
- 246 posts
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“This thread should not have existed.”
Hear that everyone? No more posting questions that you don't already know the answer to. Thanks for clearing that up edward, I'll be sure to keep it in mind for the future.
Hear that everyone? No more posting questions that you don't already know the answer to. Thanks for clearing that up edward, I'll be sure to keep it in mind for the future.
Houdini Indie and Apprentice » Tif and Rat problems
- stu
- 246 posts
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Yes, it's an apprentice restriction. Because houdini now creates .rat versions for all textures on the fly, the resolution restriction comes into play here. ie. none of your non .rat textures can be over the texture resolution restriction size. You'll also have to look out for the houdini logo watermark in the new .rat files as well.
Technical Discussion » pbr glass problem
- stu
- 246 posts
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I looked at your file and it's working for me in 9.5 - thank you. Now the trick is to not have the giant sphere contribute any indirect illumination to the scene…
Technical Discussion » pbr glass problem
- stu
- 246 posts
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But that would require that I actually get off of my lazy butt and make something new.
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