yeah that shader works realy well. Ive still got to test out displacements, bump and spec but the only downfall i guess is it can get quite slow especially with alot of polys.
Other than that its really good.
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Houdini Lounge » "Skin shader" question
- phrenzy84
- 249 posts
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Houdini Lounge » Long hair and fur solution for Houdini?
- phrenzy84
- 249 posts
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cb
We are working on a comprehensive set of furring tutorials as we speak. Please stay tuned. (You won't have to wait long.)
Thank god.
I cant wait now.
-andy
Houdini Lounge » Another SSS shader
- phrenzy84
- 249 posts
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holy s..
this shader is amazing. All is good now.
Three attempts, thats all it took to get something going.
Attempt 1 (plug a unfished texture into the lighting model, kept SSS vop at default, HULK )
Attempt 2 (Plugged the texture into the SSS Vop Entry , and also adjusted the color for the Exit, but i forgot to adjust the light so it would shine on the eyes)
Attempt 3 (Just adjust the light, everything the same)
Thats all it took. Really easy for people like me to use. Plus i could expand so much on it. Cant wait to play with cavity, spec, bump, displacement.
Thank you so much.
-andy
ps oh and any white bits in the last render is because i havent finished the texture.
this shader is amazing. All is good now.
Three attempts, thats all it took to get something going.
Attempt 1 (plug a unfished texture into the lighting model, kept SSS vop at default, HULK )
Attempt 2 (Plugged the texture into the SSS Vop Entry , and also adjusted the color for the Exit, but i forgot to adjust the light so it would shine on the eyes)
Attempt 3 (Just adjust the light, everything the same)
Thats all it took. Really easy for people like me to use. Plus i could expand so much on it. Cant wait to play with cavity, spec, bump, displacement.
Thank you so much.
-andy
ps oh and any white bits in the last render is because i havent finished the texture.
Houdini Lounge » Another SSS shader
- phrenzy84
- 249 posts
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Houdini Lounge » Another SSS shader
- phrenzy84
- 249 posts
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thanks JJ,
I have the wrong version or something, plus it said incomplete asset definition (full definition not found). And the AXIS_SSS vop has one output, and on mine it has 3. So…
I guess i gotta install the right one.
I have the wrong version or something, plus it said incomplete asset definition (full definition not found). And the AXIS_SSS vop has one output, and on mine it has 3. So…
I guess i gotta install the right one.
Houdini Lounge » Another SSS shader
- phrenzy84
- 249 posts
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well i had a play with it and followed all the instructions .
But no luck.
The object with the SSS material comes out white. Ajusting intensity of everything i cant get any other result.
That example file would come in might handy about now cause i cant find a single thing wrong.
But no luck.
The object with the SSS material comes out white. Ajusting intensity of everything i cant get any other result.
That example file would come in might handy about now cause i cant find a single thing wrong.
Houdini Lounge » Another SSS shader
- phrenzy84
- 249 posts
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thanks Serg, exactly what i needed to know.
I didnt even think to see if this was a nested OTL, wow all nodes. Crazy. though without looking i think it will take me more than a while to understand it…. but i can give it a try i guess.
thank you for sharing and i hope to provide some cool renders for ya.
-andrew
I didnt even think to see if this was a nested OTL, wow all nodes. Crazy. though without looking i think it will take me more than a while to understand it…. but i can give it a try i guess.
thank you for sharing and i hope to provide some cool renders for ya.
-andrew
Houdini Lounge » Another SSS shader
- phrenzy84
- 249 posts
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it would be awesome if you could post an example of how you setup the shader.
Im about to start guessing but usually end up making the wrong connections. Its just better if i have a starting off point.
and thanks again for taking the time to write this, as i have seen how hard creating such shaders is.
-andrew
Im about to start guessing but usually end up making the wrong connections. Its just better if i have a starting off point.
and thanks again for taking the time to write this, as i have seen how hard creating such shaders is.
-andrew
Technical Discussion » One curve to follow the other
- phrenzy84
- 249 posts
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Technical Discussion » One curve to follow the other
- phrenzy84
- 249 posts
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theres always a reason .
but i need the Zig-zag to conform to the other curve, almost like a control curve. Ive tried the creep sop, doesnt work.
But thanks for trying.
Im sure there is a solution.
-andy
but i need the Zig-zag to conform to the other curve, almost like a control curve. Ive tried the creep sop, doesnt work.
But thanks for trying.
Im sure there is a solution.
-andy
Technical Discussion » One curve to follow the other
- phrenzy84
- 249 posts
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hey guys,
quick question that will probably be easy to solve, anyways…
Ok so say ive created a curve that zig-zags going straight up, and then i create another curve in the same place that is straight, how would i be able to deform the striaght curve and have the other one flow along it.
ie I move the verts of the straight one to form a semi-circle, and the zig-zags on the other curve flow along?
Cheers guys, ive been digging in sops and cant find anything, im thinking maybe a attribTransfer but imnot so hot on expressions, id be really grateful if you help me out.
cheers
-andy
quick question that will probably be easy to solve, anyways…
Ok so say ive created a curve that zig-zags going straight up, and then i create another curve in the same place that is straight, how would i be able to deform the striaght curve and have the other one flow along it.
ie I move the verts of the straight one to form a semi-circle, and the zig-zags on the other curve flow along?
Cheers guys, ive been digging in sops and cant find anything, im thinking maybe a attribTransfer but imnot so hot on expressions, id be really grateful if you help me out.
cheers
-andy
Technical Discussion » CVEX?
- phrenzy84
- 249 posts
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cheers derrick,
The help in houdini is always my first port of call when things dont go as planned. Glad to see an update. Cant wait now
thanks again.
-andy
The help in houdini is always my first port of call when things dont go as planned. Glad to see an update. Cant wait now
thanks again.
-andy
Technical Discussion » CVEX?
- phrenzy84
- 249 posts
- Offline
thank you guys for making things abit more clearer.
Im happy to know i can use the good ol' attribCreate for specific things.
but i feel in the dark a little bit with the attributes i can hook up, is there a reference yet, i know about density, scale, etc, but i cant seem to find the rest.
Is there some locaiton i missed in the help or is it yet to be released?
again thanks derrick and wolfwood.
-andy
Im happy to know i can use the good ol' attribCreate for specific things.
but i feel in the dark a little bit with the attributes i can hook up, is there a reference yet, i know about density, scale, etc, but i cant seem to find the rest.
Is there some locaiton i missed in the help or is it yet to be released?
again thanks derrick and wolfwood.
-andy
Technical Discussion » CVEX?
- phrenzy84
- 249 posts
- Offline
hey guys,
From what i gather, the fur sop generates sample hairs, and then a fur procedural and/or a CVEX shop is what gives the fur its shape, count, tip width, root width etc? Am i right about that…. probably not .
But one thing i have no idea about is a CVEX shop. Is this a shop written in Vex converted into a shop? because i cant edit/view the code nor the network.
If anything ive said is right then all the power of creating the physical attributes of the fur is in this format (like count, width, etc).
Is this something that will become the norm or is this just a placeholder untill some other development is done, because i dont know all of the attributes that i can use to tweak fur and seems very complicated for my finite brain , i would love a workflow video on how to get this working, even the examples out of the box dont render and when you figure out how to do so, they are far from any desired effect.
I know the dynamic interaction is pretty well done, in terms of being intuitive. Would love something like that to happen on the rendering side.
thanks
-andy
edit/ ive just seen SYmek's thread, so does this mean to render fur i have to code in c++?
From what i gather, the fur sop generates sample hairs, and then a fur procedural and/or a CVEX shop is what gives the fur its shape, count, tip width, root width etc? Am i right about that…. probably not .
But one thing i have no idea about is a CVEX shop. Is this a shop written in Vex converted into a shop? because i cant edit/view the code nor the network.
If anything ive said is right then all the power of creating the physical attributes of the fur is in this format (like count, width, etc).
Is this something that will become the norm or is this just a placeholder untill some other development is done, because i dont know all of the attributes that i can use to tweak fur and seems very complicated for my finite brain , i would love a workflow video on how to get this working, even the examples out of the box dont render and when you figure out how to do so, they are far from any desired effect.
I know the dynamic interaction is pretty well done, in terms of being intuitive. Would love something like that to happen on the rendering side.
thanks
-andy
edit/ ive just seen SYmek's thread, so does this mean to render fur i have to code in c++?
Houdini Lounge » Screen artifacts with H9 demo
- phrenzy84
- 249 posts
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hey paul, cool to see you over here.
Yeah i dont know what card you have, ATI cards have had trouble in the past with Houdini, i couldnt say.
alot of guys here know some of the graphical errors that Houdini has had with some cards, so it wont be long before they see this.
See ya round mate.
Yeah i dont know what card you have, ATI cards have had trouble in the past with Houdini, i couldnt say.
alot of guys here know some of the graphical errors that Houdini has had with some cards, so it wont be long before they see this.
See ya round mate.
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