See here is the important part.
I am layering an image on top of another one.
So I have two shading layer vops. One for each texture branch.(Now I know you are asking “why not just use one if they are going to be looking at the same uv attributes.” The reason is I want to give the shop the option to choose which uv layers each texture can pull from.)
The problem is if both shading layer vops look for uv1 it will turn white.
:roll:
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Technical Discussion » Vops textures need individual uv layers?
- Wren
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Technical Discussion » Vops textures need individual uv layers?
- Wren
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I have two texture branches connecting at mix vop.
If both branches have their shading layer vop's looking at the same uv layer attribute, the preview ball turns white :shock:
Why does this occur?
If both branches have their shading layer vop's looking at the same uv layer attribute, the preview ball turns white :shock:
Why does this occur?
Technical Discussion » How to force Anti aliasing on vops?
- Wren
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Technical Discussion » How to force Anti aliasing on vops?
- Wren
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I took a splatter pattern and used an inverse vop to flip the pattern but the noise became aliased.
Is there something I can feed it through that will smooth out the inverted splatter before it connects to the mix vop? :?
Is there something I can feed it through that will smooth out the inverted splatter before it connects to the mix vop? :?
Technical Discussion » Vop preview swimming.
- Wren
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Perfect! As soon as I plugged the rest position into the postion input of the pattern it locked on.
Thanks dave! :wink:
Thanks dave! :wink:
Technical Discussion » Vop preview swimming.
- Wren
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Technical Discussion » Character deforms going wrong when file loaded
- Wren
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Technical Discussion » Piping Outputs instead of files?
- Wren
- 527 posts
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Technical Discussion » Piping Outputs instead of files?
- Wren
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Interesting…. render cop I'll have to give that a shot!
For SHOPs the most immediate use would be for depth maps. I have to admit im not use to dealing with saving out 300 frames worth of depth map images for several lights. I like the idea of houdini managing it for me while im involved in achieving a look. Then after, I don't mind at all disconnecting and saving out images for a faster final render that may have to be tweaked a little bit.
Its just file management really interupts the creative work flow especially with things like texturing and lighting, with so many layers that have endless tweaks involved.
For SHOPs the most immediate use would be for depth maps. I have to admit im not use to dealing with saving out 300 frames worth of depth map images for several lights. I like the idea of houdini managing it for me while im involved in achieving a look. Then after, I don't mind at all disconnecting and saving out images for a faster final render that may have to be tweaked a little bit.
Its just file management really interupts the creative work flow especially with things like texturing and lighting, with so many layers that have endless tweaks involved.
Technical Discussion » i3d-based volume rendering: what artefacts?
- Wren
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thnx mikela for the link………. was perfect.
ps. is it possible to use different images and/or i3d's for say the fog colour or ambient values of the vex 3d texture fog?
ps. is it possible to use different images and/or i3d's for say the fog colour or ambient values of the vex 3d texture fog?
Technical Discussion » Piping Outputs instead of files?
- Wren
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Excellent! This is great for texturing purposes in shops!
Thanks Ed!
ps. is there a chance of making the piping of other nodes into a RFE ^_^
Thanks Ed!
ps. is there a chance of making the piping of other nodes into a RFE ^_^
Technical Discussion » Piping Outputs instead of files?
- Wren
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Is it possible to pipe rops , cops, or shops to fields that expect the loading of an image?
Ie. pipe a 3d texture generator to the expecting volome shop? Or pipe a Shadow shop to the expecting dephtmap entry? Or Pipe a cop to an expecting diffuse texture image slot?
I understand how rendering things to disk is far more effecient. However when initially setting things up its easier and cleaner to just connect nodes and worry about the files later.
Ie. pipe a 3d texture generator to the expecting volome shop? Or pipe a Shadow shop to the expecting dephtmap entry? Or Pipe a cop to an expecting diffuse texture image slot?
I understand how rendering things to disk is far more effecient. However when initially setting things up its easier and cleaner to just connect nodes and worry about the files later.
Houdini Lounge » Last Houdini 5.5 Apprentice build
- Wren
- 527 posts
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I found windoze xp pro with the latest service pack works very well with houdini compared to win 2000.
Technical Discussion » i3d-based volume rendering: what artefacts?
- Wren
- 527 posts
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WOW I had no idea adaptive step could bring out so much detail!!! :shock:
ps. I am getting the hang of making a single fuzzy voxel clouds but is there a way to apply this atmosphere object to say a particle system or copy it along a surface. If yes, can you make the voxels interact with eachother in a blobby fashion?
ps. I am getting the hang of making a single fuzzy voxel clouds but is there a way to apply this atmosphere object to say a particle system or copy it along a surface. If yes, can you make the voxels interact with eachother in a blobby fashion?
Technical Discussion » how to keep faces together - polyextrude
- Wren
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I know what you mean.
The closest thing I could find was use poly bevel. then and edit sop with the transform peak handle.
The closest thing I could find was use poly bevel. then and edit sop with the transform peak handle.
Houdini Lounge » Character WIP
- Wren
- 527 posts
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The Fi Jigsaw and Bandsaw Pro are greatly missed as well, but I am slowly getting over them with comfort of resolution adaptive nsided subd. :wink:
ps. I like the flow of her mesh……..
ps. I like the flow of her mesh……..
Technical Discussion » creating a displacement map based off of a sculpt
- Wren
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no comprende… :?
“lo res geometry is completely inside the high res one, and that it can be ”hit“ by rays sent along the normals of the lo res geometry. ”
“lo res geometry is completely inside the high res one, and that it can be ”hit“ by rays sent along the normals of the lo res geometry. ”
Technical Discussion » creating a displacement map based off of a sculpt
- Wren
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In order for this to work, does the displacement map have to be based off a subdivided version of the object?
or
Can you feed any geometry to it?
ie. make the sphere displace into a box sop?(or vice versa… )
or
Can you feed any geometry to it?
ie. make the sphere displace into a box sop?(or vice versa… )
Technical Discussion » transparency fade off for overlapping multi-layer shaders
- Wren
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Technical Discussion » how to append polygons?
- Wren
- 527 posts
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I managed to get it all under control by MMB clicking from begginning to end to create the troubled polygon.
Not exactly sure why this helps. I am assuming that it prevents houdini from trying to automate the knitting operation?
Not exactly sure why this helps. I am assuming that it prevents houdini from trying to automate the knitting operation?
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