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Technical Discussion » Tricky motion question
- sanostol
- 575 posts
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Houdini Lounge » primlist() question
- sanostol
- 575 posts
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hi manuel,
opinput returns a string, no need to convert it, by putting the function in “” I think You turn this in to a string and not the result
Martin
opinput returns a string, no need to convert it, by putting the function in “” I think You turn this in to a string and not the result
Martin
Technical Discussion » 3 sided poly with different textures - help please
- sanostol
- 575 posts
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Houdini Lounge » simple question about birthing particles
- sanostol
- 575 posts
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sometimes it is a good idea to scatter points, and use them as source, so You have exact control.
EDIT: ha, missed Your last edit :roll:
EDIT: ha, missed Your last edit :roll:
Houdini Lounge » touchdesigner ?
- sanostol
- 575 posts
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Houdini Lounge » touchdesigner ?
- sanostol
- 575 posts
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touchdesigner, what exactly is it and what role does it play in concerning houdini? I'm just curious.
Martin
Martin
Houdini Indie and Apprentice » adding "mount points" for props to a procedual pol
- sanostol
- 575 posts
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hi manuel,
if You use N to orient Your copies, they are only restricted to one axis, but they still have the freedom to rotate 360 degrees around this axis. not defining a upvector is unsafe. by adding a upvector You get them locked to a specific orientation. iksystems also use a upvector, for example
Martin
if You use N to orient Your copies, they are only restricted to one axis, but they still have the freedom to rotate 360 degrees around this axis. not defining a upvector is unsafe. by adding a upvector You get them locked to a specific orientation. iksystems also use a upvector, for example
Martin
Houdini Lounge » Volume Shading Summary
- sanostol
- 575 posts
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The second part is online now. It's about the metaball Loop
http://www.booyabase.de/?p=659 [booyabase.de]
Hope it helps
http://www.booyabase.de/?p=659 [booyabase.de]
Hope it helps
Houdini Lounge » Volume Shading Summary
- sanostol
- 575 posts
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Hi,
I did a little summary for volumeshading in houdini using metaballs. The first part is done. May be it helps.
http://www.booyabase.de/?p=570 [booyabase.de]
any feedback is welcome
Martin
I did a little summary for volumeshading in houdini using metaballs. The first part is done. May be it helps.
http://www.booyabase.de/?p=570 [booyabase.de]
any feedback is welcome
Martin
Houdini Lounge » Is mantra only for rendering balls and cubes?
- sanostol
- 575 posts
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i fully agree, You can not go back. if You have You will start missing many things. I have to. It may be not the fastest for simple scenes, but mantra is very robust and scales very well. Try to render things with motionblur depth of field and displacement. You will love houdini's mantra ( haven't tried renderman). On the otherside most other renderers are like a blackbox compared to mantra, unless You put Your c++ slippers on, that's another nice feature of mantra. easy to enhance.
dont't let the beginning troubles stop You. It get's easier day by day.
Martin
dont't let the beginning troubles stop You. It get's easier day by day.
Martin
Technical Discussion » Instance lights
- sanostol
- 575 posts
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You can instance lights like any other object. just use a pointSOP and set the instance attribute to the light. On th object level You have to add the point instance render parameter and set it to true
for more control You may read this
http://www.sidefx.com/index.php?option=com_content&task=view&id=1050&Itemid=216 [sidefx.com]
for more control You may read this
http://www.sidefx.com/index.php?option=com_content&task=view&id=1050&Itemid=216 [sidefx.com]
Houdini Lounge » Houdini HD
- sanostol
- 575 posts
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some parts are locked. like ifd rendering and stuff like that, but for testing and learning everything is there. the biggest limitation is that You are not allowed to use it for commercial work. thats why it is called starving artist edition. but it is a real great offer
Technical Discussion » linear workflow
- sanostol
- 575 posts
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i still have a basic question about linear workflow.
for all renders, especially with global illumination, gamma 2.2 looks much more natural. at gamma 1 they do look much to dark.
now i tried to view a simple linear gradient. viewed at gamma 1 it looks better, than viewed at gamma 2.2. it just looks not evenly, I tried it in mplay and nuke( here I used sRGB). But with 2.2 gamma a linear gradient does not look correct. what do I missunderstand here?
Martin
for all renders, especially with global illumination, gamma 2.2 looks much more natural. at gamma 1 they do look much to dark.
now i tried to view a simple linear gradient. viewed at gamma 1 it looks better, than viewed at gamma 2.2. it just looks not evenly, I tried it in mplay and nuke( here I used sRGB). But with 2.2 gamma a linear gradient does not look correct. what do I missunderstand here?
Martin
Technical Discussion » linear workflow
- sanostol
- 575 posts
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good to know. but this does not prevent the colorpicking issue, unfortunately
does anybody have a LUT for sRGB to share?
Martin
does anybody have a LUT for sRGB to share?
Martin
Technical Discussion » anyone using pftrack?
- sanostol
- 575 posts
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Hi i just put something on exchange, but keep in mind it is done in a apprentice version.
it reads in the clip file and exports it to the camera, also point data is imported
martin
it reads in the clip file and exports it to the camera, also point data is imported
martin
Houdini Lounge » Very very slow download
- sanostol
- 575 posts
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Technical Discussion » Emit from animated texture.
- sanostol
- 575 posts
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Hi there is anotehr way of doing this. I attached a file. I use a vopsop to generate a attribute onto scattered points that I can later use in a delete sop. this is quite fast and I can use this points as source for my particles.
have a look it it works for You .
Martin
PS: Ieek, empty space in the filename !! ops:
have a look it it works for You .
Martin
PS: Ieek, empty space in the filename !! ops:
Technical Discussion » Splitting from Volume of Instance
- sanostol
- 575 posts
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I thougth this should work. I want to split particles from the volume of a instance. the split node offers this option. but unfortunately it kills the inherited velocity. is there a workaround?
Martin
Martin
Houdini Lounge » H10 Promos and session files
- sanostol
- 575 posts
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Great.The prompdetail has so much detail in it. It will be very interesting to study the files
Martin
Martin
Houdini Lounge » Name Collision with Displacement Materials
- sanostol
- 575 posts
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When you create local material parameters on a object with a displacment material You don't get the displacment scaling as scale parameter allready exists on every object. maybe the displacementscale could be named different by default
Martin
Martin
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