Hello again,
I saw the cmivfx tutorial about fractal and read some topic about cloud creation on odforce.
I began to get interesting result BUT
The result I obtained is based on the single point ( of the volume primitive I guess ).
It is a serious limitation since I didn't find the way to render more than one volume primitive ( except with instancing). So I tried to make a new vex shader.
The goal of this shader was to use a point cloud and make an iteration. The result excepted was to get a bunch of points to compute the density with.
If my shader can open and iterate trough the point cloud file, I have an issue regarding where the point are placed on space. If you look at the attached image you can see the volumetric ball computed by the shader and, with grey color, the mesh used to export the *.pc file.
I don't know how to make the volume spheres to be created on the point of the mesh.
Thanks for your help.
++
Vincent
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Houdini Indie and Apprentice » point cloud and Volume primitive Coordinate problem
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Houdini Indie and Apprentice » curve's points to pointcloud : how
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Houdini Indie and Apprentice » curve's points to pointcloud : how
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Hello,
I can't find a way to save the points of a curve to a pointcloud.
I followed an example but the *.pc file is just empty ( 0 bytes )
Need your help !
Thank
++
Vincent
I can't find a way to save the points of a curve to a pointcloud.
I followed an example but the *.pc file is just empty ( 0 bytes )
Need your help !
Thank
++
Vincent
Houdini Indie and Apprentice » Volume shading issue
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I don't find a way to make the vex shader work with 2 volume primitives.
Any clue is welcome …
++
Vincent
Any clue is welcome …
++
Vincent
Houdini Indie and Apprentice » Volume shading issue
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thanks Jeff.
My anim is clean now and … I have new question !
I tried to duplicate my Volume primitive with a copy sop.
I can see in opengl my copied Volume Primitive but in the render only my original is calculated.
Do you know why ?
++
Vincent
OK. its because of my vex shader. I thinks the distance node refere to the absolute position of my volume … It doesn't explain the difference between the opengl and the render since the volume vop refere to the vex …
My anim is clean now and … I have new question !
I tried to duplicate my Volume primitive with a copy sop.
I can see in opengl my copied Volume Primitive but in the render only my original is calculated.
Do you know why ?
++
Vincent
OK. its because of my vex shader. I thinks the distance node refere to the absolute position of my volume … It doesn't explain the difference between the opengl and the render since the volume vop refere to the vex …
Houdini Indie and Apprentice » Volume shading issue
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Houdini Indie and Apprentice » Volume shading issue
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Hello,
I am testing volume vex shading.
If I can sculpt a volume primitive now, I have got some issue about the render.
http://vbkstudio.com/temp/volume_render_shadowIssue_01.mov [vbkstudio.com]
I think It's due to the shadowmap … But I don't how to fix the flickering in the render but in changing the shadow type to raytrace, increasing the render time to much
Thank for your help
I am testing volume vex shading.
If I can sculpt a volume primitive now, I have got some issue about the render.
http://vbkstudio.com/temp/volume_render_shadowIssue_01.mov [vbkstudio.com]
I think It's due to the shadowmap … But I don't how to fix the flickering in the render but in changing the shadow type to raytrace, increasing the render time to much
Thank for your help
Houdini Indie and Apprentice » vopsop and velocity problem
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thanks a lot Tomas
I will take some info about the Sopsolver DOP
About the volume I use the bouding box volume to control my secondary displacement. I created an attribute from that. It s not accurate but It works for now !
++
Vincent
I will take some info about the Sopsolver DOP
About the volume I use the bouding box volume to control my secondary displacement. I created an attribute from that. It s not accurate but It works for now !
++
Vincent
Houdini Indie and Apprentice » vopsop and velocity problem
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ok
I finished my secondary displacement Vopsop.
http://vimeo.com/22882649 [vimeo.com]
Now I have to think about the including a delay to the deformation.
++
I finished my secondary displacement Vopsop.
http://vimeo.com/22882649 [vimeo.com]
Now I have to think about the including a delay to the deformation.
++
Houdini Indie and Apprentice » vopsop and velocity problem
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I am trying to make Vopsop Collision using Volume Gradient.
I works not that bad …
I use the Displacement node to create Normal displacement of some specific points.
Now I would like :
- to add some delay when the mesh come back to the rest position.
- to add secondary displacement around the border of the displaced points to fake some volume conservation behavior.
For the second task, I made some progress.
Is there a way to calculate the volume of a mesh easily in Houdini ? My plan is to use that to “control” the displacement's amount.
For the first task, I began to ask you some question about it …
I will ask you more soon I guess.
++
Vincent
I works not that bad …
I use the Displacement node to create Normal displacement of some specific points.
Now I would like :
- to add some delay when the mesh come back to the rest position.
- to add secondary displacement around the border of the displaced points to fake some volume conservation behavior.
For the second task, I made some progress.
Is there a way to calculate the volume of a mesh easily in Houdini ? My plan is to use that to “control” the displacement's amount.
For the first task, I began to ask you some question about it …
I will ask you more soon I guess.
++
Vincent
Houdini Indie and Apprentice » vopsop and velocity problem
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hmm … It makes sense ( a lot !) Thx
I was hoping to get time dependent Vopsop this way. But it seems I am all wrong
Is there a way to deal with time Within a VopSop ?
Do I need a VopPop do to that ? If I put some vector in the Velocity Input of a VopPop… things happens !
How Is it possible to transfert particle position to pointmesh position?
Thanks again.
I was hoping to get time dependent Vopsop this way. But it seems I am all wrong
Is there a way to deal with time Within a VopSop ?
Do I need a VopPop do to that ? If I put some vector in the Velocity Input of a VopPop… things happens !
How Is it possible to transfert particle position to pointmesh position?
Thanks again.
Houdini Indie and Apprentice » vopsop and velocity problem
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Hello,
I am making some test with VOPSOP.
For that I created a sphere. I attached a VOPSOP to.
I tried to put the Normal output from the Global Variables node to the Velocity of the Output node and …. Nothing.
I was expecting the sphere start growing …
In fact I can put anything on the Velocity of the Output node, my sphere mesh doesn't change a bit.
Can someone tell me why ?
Thanks for you help
I am making some test with VOPSOP.
For that I created a sphere. I attached a VOPSOP to.
I tried to put the Normal output from the Global Variables node to the Velocity of the Output node and …. Nothing.
I was expecting the sphere start growing …
In fact I can put anything on the Velocity of the Output node, my sphere mesh doesn't change a bit.
Can someone tell me why ?
Thanks for you help
Houdini Indie and Apprentice » mutiple display mode, how ?
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ehehe sorry guys : i was talking about opengl view !
But i didnt know End sop so … Thanks for that !
But i didnt know End sop so … Thanks for that !
Houdini Indie and Apprentice » mutiple display mode, how ?
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Hello,
I am working on a tutorial to create brickify digital asset.
I attempt to add some options. For one of theses, I need to be able to watch a box object in the main scene. It's a guide and I would like to see it in wireframe all the time. For the moment the shading display is the same for all the objects of my scene.
How can I make this wireframe guide ?
How can I turn display mode “object_based” ?
thanks for your help
I am working on a tutorial to create brickify digital asset.
I attempt to add some options. For one of theses, I need to be able to watch a box object in the main scene. It's a guide and I would like to see it in wireframe all the time. For the moment the shading display is the same for all the objects of my scene.
How can I make this wireframe guide ?
How can I turn display mode “object_based” ?
thanks for your help
Houdini Indie and Apprentice » ASQ : Another Shading Question !
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hmm
I am talking about spot shading not vertex paint.
Anyway I get an answer from odforce forum :
http://forums.odforce.net/index.php?/topic/10873-another-shading-question/page__gopid__69990&#entry69990 [forums.odforce.net]
there is a nice hip file shared by a cool guy !
I am talking about spot shading not vertex paint.
Anyway I get an answer from odforce forum :
http://forums.odforce.net/index.php?/topic/10873-another-shading-question/page__gopid__69990&#entry69990 [forums.odforce.net]
there is a nice hip file shared by a cool guy !
Houdini Indie and Apprentice » ASQ : Another Shading Question !
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Hello,
I would like to know how t o achieve this simple shading with houdini
For the moment it's done with Lightwave.
The gradient is made based on the distance between a Null and the “spot” of the surface. But I don't know what the equivalent of the spot surface in houdini.
If it's easy to make this effect with one point it becomes tricky (impossible) to make this with … all the points of a curve for example. I wonder how difficult it could be in Houdini.
Thanks for your Help
I would like to know how t o achieve this simple shading with houdini
For the moment it's done with Lightwave.
The gradient is made based on the distance between a Null and the “spot” of the surface. But I don't know what the equivalent of the spot surface in houdini.
If it's easy to make this effect with one point it becomes tricky (impossible) to make this with … all the points of a curve for example. I wonder how difficult it could be in Houdini.
Thanks for your Help
Houdini Indie and Apprentice » Displacement shader question
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Houdini Indie and Apprentice » Displacement shader question
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thank you Swann
It works fine.
Anyway if someone have other solution I will be happy to see it.
It works fine.
Anyway if someone have other solution I will be happy to see it.
Houdini Indie and Apprentice » Displacement shader question
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Hello all,
I start to learn to learn displacement shading and as always problem comes …
As you can see i create a curve to try control amount of displacement with.
But my method use value from the point of my grid object. The result i obtain is an “aliased” displacement.
I wonder how to use my curve to get a smooth displacement independant of any grid resolution or polygons amount.
Thanks for your help
I attach my hip just in case …
I start to learn to learn displacement shading and as always problem comes …
As you can see i create a curve to try control amount of displacement with.
But my method use value from the point of my grid object. The result i obtain is an “aliased” displacement.
I wonder how to use my curve to get a smooth displacement independant of any grid resolution or polygons amount.
Thanks for your help
I attach my hip just in case …
Houdini Indie and Apprentice » Use color attribute for displacement
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haha sorry sorry.
I am talking about shading.
How to use attribute to shade a bump or a displacement.
thanks for your help
I am talking about shading.
How to use attribute to shade a bump or a displacement.
thanks for your help
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