thank you.
but it is diffcult to understand what you said.
could you post an example file for me?
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Technical Discussion » how to make particles stick on surfaces
- flyingc
- 160 posts
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Technical Discussion » What is the rest position?
- flyingc
- 160 posts
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Technical Discussion » how to make particles stick on surfaces
- flyingc
- 160 posts
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Use source POP emit particles ,how to make them stick on the emitting surface (the surface is moving)and can be blown off by wind?
thanks
thanks
Technical Discussion » How to kill this partilces?
- flyingc
- 160 posts
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Technical Discussion » some questions about POPs
- flyingc
- 160 posts
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I wired a velocity pop to location POP,
and set activitonof velocity pop to “$LIFE<0.5”,but an error happened,why?
and set activitonof velocity pop to “$LIFE<0.5”,but an error happened,why?
Technical Discussion » some questions about POPs
- flyingc
- 160 posts
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thank you.
but what is the use of velocity POP?
for 2 and 3 question,i couldn't find state Sop.
but what is the use of velocity POP?
for 2 and 3 question,i couldn't find state Sop.
Technical Discussion » How to kill this partilces?
- flyingc
- 160 posts
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i made a crawing particles simulation.
the moving particles will split two particles which one move along 60 degree direction and another along -60 degree direction when they die
all moving particles can create trail
but the trails ofen intersect each other, to avoid this case
I use proximity POP and kill pop to kill the traveling particles when they are just touching trails ,but it doesn't work correctly.
somebody could do me a favor?
the moving particles will split two particles which one move along 60 degree direction and another along -60 degree direction when they die
all moving particles can create trail
but the trails ofen intersect each other, to avoid this case
I use proximity POP and kill pop to kill the traveling particles when they are just touching trails ,but it doesn't work correctly.
somebody could do me a favor?
Edited by - Nov. 11, 2009 00:35:37
Technical Discussion » some questions about POPs
- flyingc
- 160 posts
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1.if use velocity POP to ajust particles's velocity ,why they can't be affect by force any more? is there any way to solve it?
2. in source pop ,how to make particles always are attached to emit surface while the new partcles is being emited at 0 speed?
3. keep new particles being born at 0 speed on surface of source POP,then use force or wind to push them ,how to make particles slider on surface and not penetrate it? or it can be solve in Sop?
thanks
2. in source pop ,how to make particles always are attached to emit surface while the new partcles is being emited at 0 speed?
3. keep new particles being born at 0 speed on surface of source POP,then use force or wind to push them ,how to make particles slider on surface and not penetrate it? or it can be solve in Sop?
thanks
Technical Discussion » Instancing Lights
- flyingc
- 160 posts
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use instance obj,enable point instancing.
then dive into it's network,create a pop network.
then dive into it's network,create a pop network.
Technical Discussion » snapping problem
- flyingc
- 160 posts
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To constraint the transelate handle to one axis such as X,
i hold down the ctrl key, then drag the centre cube to snap to one point,
but the center cube ofen run away and move along 45 degree directions,so I can't snap the correct points.
how to eliminate the affect?
i hold down the ctrl key, then drag the centre cube to snap to one point,
but the center cube ofen run away and move along 45 degree directions,so I can't snap the correct points.
how to eliminate the affect?
Edited by - Sept. 23, 2009 07:24:26
Technical Discussion » question about multiSSS Vop
- flyingc
- 160 posts
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brianBurke
This presentation of Mario's offers a lot of insight about the implementation. Page 2 answers your question about single vs. multi.
http://forums.odforce.net/index.php?app=core&module=attach§ion=attach&attach_id=1266 [forums.odforce.net]
thank you
but i can't find the second part of the article,could you post the adress?
Technical Discussion » Question about surface shader.
- flyingc
- 160 posts
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It is known that the global variable P is in camera space ,
the global variable Eye should be {0,0,0},
So what is the function of the global variable?
the global variable Eye should be {0,0,0},
So what is the function of the global variable?
Technical Discussion » question about multiSSS Vop
- flyingc
- 160 posts
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Mario Marengo
I think your main problem is the gilight – the sss vops don't play well with it (at least not as written). I'd suggest using an environment area light instead, and then if you want “GI” in the sense of multiple bounces, use PBR.
I've changed a few things in your hipfile to show this. Play with the scattering distance and render with the Mantra_PBR rop. This is set up with 2 bounces.
A couple of things to look at:
1. I tied the number of points in the cloud to the shader's scattering distance (and the ROPs save the cloud before rendering).
2. For ice, you might consider adding direct transmission and/or reflection. For the transmission case, its intensity can be tied to the scattering distance (reinterpreted as optical depth). I added this to your shader so you can play around with it.
3. In PBR, the SSS component has to be reinterpreted either as a constant, or as emission (Ce export). In your shader, I set it to emission. This should get picked up as secondary contributions by other objects (but not by the ice's own bsdf's I don't think, unless you use the isotropic bsdf, maybe, but that's a different animal).
Anyway… hope that helps.
thank you for your nice file,Mario
l have learned your file for some days.but still have several questions.
1.what is the difference between the SSS single vop and the SSS multi vop?
2.in your network ,there is a constant vop named black which seemly has no use. what is the function?
Technical Discussion » how to open the file correctly in houdini 10?
- flyingc
- 160 posts
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i have a file from houdini exchange which can be opened in houdini8 but can't be opened correctly in houdini 9 or 10.
how to fix this problem?
how to fix this problem?
Technical Discussion » question about multiSSS Vop
- flyingc
- 160 posts
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Technical Discussion » Problem puzzled me for some days.
- flyingc
- 160 posts
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Technical Discussion » question about multiSSS Vop
- flyingc
- 160 posts
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hi
I want to build a ice material to this model .
so ,i used multiSSS vop to wire a material.
but ,if i set scattering distance to 15,the effect at top and bottom is what i want .but the middle part is too dark.
if i set scattering distance to 50,all body of the model is bright,but the foot is daker.
how to improve the effect?
thanks
I want to build a ice material to this model .
so ,i used multiSSS vop to wire a material.
but ,if i set scattering distance to 15,the effect at top and bottom is what i want .but the middle part is too dark.
if i set scattering distance to 50,all body of the model is bright,but the foot is daker.
how to improve the effect?
thanks
Technical Discussion » Problem puzzled me for some days.
- flyingc
- 160 posts
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Technical Discussion » Problem puzzled me for some days.
- flyingc
- 160 posts
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the second image below is reference photo,
I have been buzzled by this problem recent days.
this is my own one exercise,i model a pair of lemons ,and write and wire shaders.
then render them in mantra.
try and try .but the result is still not good .
i can't get the succulent feel and apperance. now i have no any ideas .
waiting for your help
thank u!
I have been buzzled by this problem recent days.
this is my own one exercise,i model a pair of lemons ,and write and wire shaders.
then render them in mantra.
try and try .but the result is still not good .
i can't get the succulent feel and apperance. now i have no any ideas .
waiting for your help
thank u!
Edited by - Aug. 31, 2009 04:15:35
Technical Discussion » how to use a SOP attribute in displacement shader?
- flyingc
- 160 posts
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eetu
Oh, I see.
I've never written one, but looking at the “View VEX Code” from the above VOPnet, seems like if you just do
displace myDisplace(…, float xx = 1)
it will import the attribute (with a default of 1)
eetu.
thank u ,i try it ,it works!
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