this is 11.1.67 on linux ubuntu
I'm doing colored liquid but the attenuation doesn't work with pbr
it's perfect in micropoly or raytrace .
luc
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Technical Discussion » no refraction attenuation in pbr
- lulu116
- 54 posts
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Technical Discussion » hscript headache
- lulu116
- 54 posts
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hello
I'm trying to set the shop_materialpath of an object with the shop_materialpath of another in hscript
cd /obj/myobj
#this is at SOP level
foreach object (`execute(“opls /obj”)`)
echo $object
opadd material ${object}“_mat”
set objmat = `run(“opparm -d /obj/${object}/obj shop_materialpath”)`
echo ${objmat}
# opparm ${object}“_mat” shop_materialpath1
end
so far echo ${objmat} prints this :
>> opparm /obj/ARBRE_02_RACINES1/obj shop_materialpath ( ../shopnet1/mat_`chs(“../style”)` )
-how can I output only this :
../shopnet1/mat_`chs(“../style”)`
and print the result of the expression in an absolute form (it should be /obj/ARBRE_02_RACINES1/shopnet1/mat_mystyle int his case)
thanks for any help
luc
I'm trying to set the shop_materialpath of an object with the shop_materialpath of another in hscript
cd /obj/myobj
#this is at SOP level
foreach object (`execute(“opls /obj”)`)
echo $object
opadd material ${object}“_mat”
set objmat = `run(“opparm -d /obj/${object}/obj shop_materialpath”)`
echo ${objmat}
# opparm ${object}“_mat” shop_materialpath1
end
so far echo ${objmat} prints this :
>> opparm /obj/ARBRE_02_RACINES1/obj shop_materialpath ( ../shopnet1/mat_`chs(“../style”)` )
-how can I output only this :
../shopnet1/mat_`chs(“../style”)`
and print the result of the expression in an absolute form (it should be /obj/ARBRE_02_RACINES1/shopnet1/mat_mystyle int his case)
thanks for any help
luc
Technical Discussion » ODE and RBDPointObject
- lulu116
- 54 posts
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i'm trying to do a simple sim using ODE.
I have a bunch of spheres with a pscale attribute of random values and they are copied onto a grid of points.
I'm using RBD Point Object , checked “Use Particle Scale Attribute”.
when I check “Display ODE Primitives” , the spheres have all the same size (1) and doesn't scale according pscale values.
luc
I have a bunch of spheres with a pscale attribute of random values and they are copied onto a grid of points.
I'm using RBD Point Object , checked “Use Particle Scale Attribute”.
when I check “Display ODE Primitives” , the spheres have all the same size (1) and doesn't scale according pscale values.
luc
Technical Discussion » transferring attributes from primitives to points
- lulu116
- 54 posts
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Technical Discussion » transferring attributes from primitives to points
- lulu116
- 54 posts
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is it possible to transfer primitive attributes to points ?
I placed points in the center of each primitives of a mesh using a popnet “Prim center (ordered)” source , and I would like to copy the area primitive attribute (created with measure sop) to these points .
I'm trying to do that with an attrib transfer node , source group type = primitives , destination group type = points , but it doesn't work so far …
I have the popnet in the first input , the original mesh in the second input.
?
I placed points in the center of each primitives of a mesh using a popnet “Prim center (ordered)” source , and I would like to copy the area primitive attribute (created with measure sop) to these points .
I'm trying to do that with an attrib transfer node , source group type = primitives , destination group type = points , but it doesn't work so far …
I have the popnet in the first input , the original mesh in the second input.
?
Technical Discussion » allow editing of content in hscript.
- lulu116
- 54 posts
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Technical Discussion » allow editing of content in hscript.
- lulu116
- 54 posts
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hello
is it possible to “allow editing of content” of a digital asset in hscript ?
thanks
is it possible to “allow editing of content” of a digital asset in hscript ?
thanks
Technical Discussion » greyscale tif in/out from houdini
- lulu116
- 54 posts
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hello everyone
I'm working with greyscale tiff (one component) maps and I'm trying to process them via a cop network.
when reading it opens as a two planes pic (C,A)
my image is in the C.r component
how can I save it back as a greyscale tif
I tried copy channel but with no luck so far. it doesn't give me access to C.r for exemple.
any help welcome
luc
I'm working with greyscale tiff (one component) maps and I'm trying to process them via a cop network.
when reading it opens as a two planes pic (C,A)
my image is in the C.r component
how can I save it back as a greyscale tif
I tried copy channel but with no luck so far. it doesn't give me access to C.r for exemple.
any help welcome
luc
Houdini Lounge » global coordinates of camera
- lulu116
- 54 posts
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Houdini Lounge » global coordinates of camera
- lulu116
- 54 posts
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I have my camera parented under a null hierarchy + lookatpoint + roll
how can I get the global(world) transfo (pos+rot) .
I tried some solutions but I'm sure there is something more straight forward.
thanks for any help
luc
how can I get the global(world) transfo (pos+rot) .
I tried some solutions but I'm sure there is something more straight forward.
thanks for any help
luc
Technical Discussion » mantra -u / transfering bitmap from one uv to another
- lulu116
- 54 posts
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I'm trying to transfer a texture from one set of uvs to another.
both uvs have been promoted to vertex.
I have a uvquickshade node that defines the texture.
I have a mantra rop where I added and defined vm_uvobject and vm_uvattribute.
mantra rop is linked to a camera where I defined the final render resolution.
I have two different object .
when rendering , firstone gives me a nice and clean result.
the other one continues to render in 3d space nomatterwhatIdo.
uvs are very clean.objects are clean and simple (grids)
so far I tried :
-to change cam from persp to ortho
-type the mantra options explicitely : mantra -u /obj/myobj:uv1
with noluck
any ideas or hints/leads/voodoo/magic ?
(this is with houdini-10.0.249.3)
both uvs have been promoted to vertex.
I have a uvquickshade node that defines the texture.
I have a mantra rop where I added and defined vm_uvobject and vm_uvattribute.
mantra rop is linked to a camera where I defined the final render resolution.
I have two different object .
when rendering , firstone gives me a nice and clean result.
the other one continues to render in 3d space nomatterwhatIdo.
uvs are very clean.objects are clean and simple (grids)
so far I tried :
-to change cam from persp to ortho
-type the mantra options explicitely : mantra -u /obj/myobj:uv1
with noluck
any ideas or hints/leads/voodoo/magic ?
(this is with houdini-10.0.249.3)
Technical Discussion » Sand solver and collision
- lulu116
- 54 posts
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collision with a static object doesn't seem to work in the SandSolver
is there something special to setup. ?
is there something special to setup. ?
Technical Discussion » smoke source from volume primitive , not from geometry
- lulu116
- 54 posts
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hello everyone
I'm using a smoke container , created with the shelf tools.
I have a volume primitive with density and velocity at SOP level that changes over time.
I want to use this volume as a source (inject density and velocity) for my smoke object.
ideally I would add (or maximum) the volume density at each frame .
sorry if it's a trivial question .
any pointers welcome.
luc
I'm using a smoke container , created with the shelf tools.
I have a volume primitive with density and velocity at SOP level that changes over time.
I want to use this volume as a source (inject density and velocity) for my smoke object.
ideally I would add (or maximum) the volume density at each frame .
sorry if it's a trivial question .
any pointers welcome.
luc
Technical Discussion » motion blur on fur
- lulu116
- 54 posts
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thanks debbie , I got it now.
I was working with a sequence of disk object and I forgot to put a timeblend sop.
I was working with a sequence of disk object and I forgot to put a timeblend sop.
Technical Discussion » motion blur on fur
- lulu116
- 54 posts
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Technical Discussion » hair shading problem
- lulu116
- 54 posts
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derrick
The ring is being caused by differences in settings on the shadow shader and the light.
thanks for answering derrick.I've got it.
Technical Discussion » hair shading problem
- lulu116
- 54 posts
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update :
the problem disapears when Z-depth softness is equal to 0 (or if I don't specify any shadow shader in the light).
the other thing I noticed is that the problem is camera dependant (ie the ring moves when camera moves)
is this a known problem ?
(this is with 9.1.179 on linux)
the problem disapears when Z-depth softness is equal to 0 (or if I don't specify any shadow shader in the light).
the other thing I noticed is that the problem is camera dependant (ie the ring moves when camera moves)
is this a known problem ?
(this is with 9.1.179 on linux)
Technical Discussion » hair shading problem
- lulu116
- 54 posts
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using a very simple setup I've got this strange ring of light appearing in a region where it should be in the shadows (see pic attached)
I also attached a hip file , if somebody wants to check it out.
PS : another thing to note are the warnings I get from the fur style cvex :
mantra: VEX warning: Unknown parameter g0 Undefined symbol
mantra: VEX warning: Unknown parameter 2 Undefined symbol
fur: “guide shader: Skin attribute \”N\“ is shadowed by another attribute.”
(this is happening with 9.1.171 on linux)
I also attached a hip file , if somebody wants to check it out.
PS : another thing to note are the warnings I get from the fur style cvex :
mantra: VEX warning: Unknown parameter g0 Undefined symbol
mantra: VEX warning: Unknown parameter 2 Undefined symbol
fur: “guide shader: Skin attribute \”N\“ is shadowed by another attribute.”
(this is happening with 9.1.171 on linux)
Technical Discussion » hair length
- lulu116
- 54 posts
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using the default guides , hairs generated by the fur procedural are twice longer than the ones generated by the FurSOP. (this is 9.1.171)
Technical Discussion » shadowmap() in i3d shader
- lulu116
- 54 posts
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I'm trying to use shadowmap() in an i3d shader.
doc says this : “Pndc is the position of the point being shaded in the NDC space of the light’s projection”
ndc space is supposed to be defined only for the Displacement, Surface and Light contexts.
how can I transform P to NDC space of the light in an i3d shader?
(I'm working with 9.0.725)
doc says this : “Pndc is the position of the point being shaded in the NDC space of the light’s projection”
ndc space is supposed to be defined only for the Displacement, Surface and Light contexts.
how can I transform P to NDC space of the light in an i3d shader?
(I'm working with 9.0.725)
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