I don't know anything about viewport shaders, sorry! You'd need a node with the word "Blend" or "Mix" or "lerp" or "composite"... I tied a few but none of them are compatible with the principled shaders...
...and then, there's the node that will get your "grass" mask.
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Technical Discussion » is there a way for blending materials instead of vertx
- olivierth
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Technical Discussion » Car Antenna Simulation
- olivierth
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Hi!
I have a car accelerating and stopping. I would like a cheap method of simulating a long antenna using a line with only 2 points. Ideally it would run in realtime.
What would be a cheap way of achieving this? Also, is there a way to have it affected by drag (might be usefull for other sims I want to do)?
-Olivier
I have a car accelerating and stopping. I would like a cheap method of simulating a long antenna using a line with only 2 points. Ideally it would run in realtime.
What would be a cheap way of achieving this? Also, is there a way to have it affected by drag (might be usefull for other sims I want to do)?
-Olivier
Technical Discussion » is there a way for blending materials instead of vertx
- olivierth
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I've never used that MaskFromGeometry node before but it seams to work. I can see the float "grass" in the geometry spreadsheet. That's good.
Now, on the shader side, there should be a node that allows you to get that "grass" mask. If you use Arnold so it would be a "user_data_float" node. But in Karma, I have no clue. What renderer are you using?
Now, on the shader side, there should be a node that allows you to get that "grass" mask. If you use Arnold so it would be a "user_data_float" node. But in Karma, I have no clue. What renderer are you using?
Solaris and Karma » Layout Only Uses One Variant ?
- olivierth
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Hi!
I had exactly both those settings like you described. It only overwrites the thumbnail directly in the asset folder but adds nothing in the "variant" sub-folder. I also noticed it creates a "Thumbnail.usda" file.... not sure what that's for.
I tried deleting the thumbnail and re-generating it but I always get a single thumbnail.
I had exactly both those settings like you described. It only overwrites the thumbnail directly in the asset folder but adds nothing in the "variant" sub-folder. I also noticed it creates a "Thumbnail.usda" file.... not sure what that's for.
I tried deleting the thumbnail and re-generating it but I always get a single thumbnail.
Solaris and Karma » Layout Only Uses One Variant ?
- olivierth
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Ah! I created my asset using the ComponentGeometryVariants right before the ComponentOutput. The main problem is I forgot to tick the Variant Layers checkbox before saving the .usd from the ComponentOutput. When I do, it saves each variants in separate .usd in a "variant" folder.
Now, the problem I have is when I try to generate thumbnails. It only saves one .png of the first variant. Is there a way to automatically generate one for each?
Now, the problem I have is when I try to generate thumbnails. It only saves one .png of the first variant. Is there a way to automatically generate one for each?
Edited by olivierth - Feb. 27, 2024 10:18:59
Technical Discussion » is there a way for blending materials instead of vertx
- olivierth
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To blend ground textures, you should make one shader that contains all your textures (grass, sand, gravel, etc). To blend them, you should make yourself a vertex painted mask. It can be on point or vertex. Then, you use a node that can get that mask attribute in the shader and use it to blend each texture together.
Edited by olivierth - Feb. 27, 2024 09:38:45
Solaris and Karma » Layout Only Uses One Variant ?
- olivierth
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Hi!
I created a Rock asset with 3 geo variants. In the Layout Asset Gallery, I added the usd asset. When I drag it into a Layout node and scatter the rock with Fill, it only chooses the first variant.
Is it a problem with how I add the Rock asset to the Layout Asset Gallery or am I not setting up my Layout node correctly? Should each variant be somehow imported individually?
I chose "Ramdom" on every setting I could find in the Layout node.
I created a Rock asset with 3 geo variants. In the Layout Asset Gallery, I added the usd asset. When I drag it into a Layout node and scatter the rock with Fill, it only chooses the first variant.
Is it a problem with how I add the Rock asset to the Layout Asset Gallery or am I not setting up my Layout node correctly? Should each variant be somehow imported individually?
I chose "Ramdom" on every setting I could find in the Layout node.
Technical Discussion » HDA: use cops result in uvQuickShade (relative path?) {[SOLVED]}
- olivierth
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Hi
Inside my HDA, I have Cop2 Network and a uvQuickShade at the same level:
/obj/TriPlanar_to_Texture/My_Baker_HDA/uvquickshade_triplanar
/obj/TriPlanar_to_Texture/My_Baker_HDA/CopTriplanar/OUT_Texture
I can display my cops texture in the uvQuickShade with:
op:/obj/TriPlanar_to_Texture/My_Baker_HDA/CopTriplanar/OUT_Texture
...but How can I use a relative path? I tried this but it doesn't work:
op:/CopTriplanar/OUT_Texture
Inside my HDA, I have Cop2 Network and a uvQuickShade at the same level:
/obj/TriPlanar_to_Texture/My_Baker_HDA/uvquickshade_triplanar
/obj/TriPlanar_to_Texture/My_Baker_HDA/CopTriplanar/OUT_Texture
I can display my cops texture in the uvQuickShade with:
op:/obj/TriPlanar_to_Texture/My_Baker_HDA/CopTriplanar/OUT_Texture
...but How can I use a relative path? I tried this but it doesn't work:
op:/CopTriplanar/OUT_Texture
Edited by olivierth - Feb. 26, 2024 15:18:53
Technical Discussion » vex: check for numbers in string?
- olivierth
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Hi!
I can already check each letters of a string to verify if I find numbers but in complicated script. Is there a function that does exactly that?
-Olivier
I can already check each letters of a string to verify if I find numbers but in complicated script. Is there a function that does exactly that?
-Olivier
Technical Discussion » Get List of all Attribute Names on Geometry?
- olivierth
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ok, I got a forum post with the drop-down menu stuff. I just need to figure out how to get a list of all attribut names.
https://www.sidefx.com/forum/topic/93685/#post-408934 [www.sidefx.com]
https://www.sidefx.com/forum/topic/93685/#post-408934 [www.sidefx.com]
Technical Discussion » Get List of all Attribute Names on Geometry?
- olivierth
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Hi,
I would like to get all attribute names found on the points of my geo. I would also like to have a drop-down menu automatically populated with all the attribut names found.
Any ideas?
-Olivier
I would like to get all attribute names found on the points of my geo. I would also like to have a drop-down menu automatically populated with all the attribut names found.
Any ideas?
-Olivier
Edited by olivierth - Feb. 13, 2024 14:27:10
Technical Discussion » Houdini Freeze when I use Stage Manager (Solaris):
- olivierth
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Hi!
Some times, when I click something in the stage manager (cant remember what), I get a freeze (I can see windows loading wheel). Has anyone else had this problem?
Houdini 19.5.493
-Olivier
Some times, when I click something in the stage manager (cant remember what), I get a freeze (I can see windows loading wheel). Has anyone else had this problem?
Houdini 19.5.493
-Olivier
Technical Discussion » Solaris: can't assign material {[SOLVED]}
- olivierth
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OMG!!!!
I've spent hours troubleshooting without noticing the Display materials on object button was OFF!!!!
So much wasted time for nothing!
*clown emoji
I've spent hours troubleshooting without noticing the Display materials on object button was OFF!!!!
So much wasted time for nothing!
*clown emoji
Technical Discussion » Solaris: can't assign material {[SOLVED]}
- olivierth
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I just tried that but now, the component material node gives me an error I didn't have before: Unable to find primitive: /materials/collect1
Also, I created the /ASSET/materials/collect1 path by dragging the material in the slot. Technically, the path should be right.
Also, I created the /ASSET/materials/collect1 path by dragging the material in the slot. Technically, the path should be right.
Edited by olivierth - Feb. 12, 2024 16:08:56
Technical Discussion » Solaris: can't assign material {[SOLVED]}
- olivierth
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Hi!
I've assigned materials in solaris before, no problem. Now, I can't do it anymore. I tried restarting Houdini but nothing changes.
I've made a basic setup with the rubber toy and a pink material. When I render with karma, it has the default grey.
I've assigned materials in solaris before, no problem. Now, I can't do it anymore. I tried restarting Houdini but nothing changes.
I've made a basic setup with the rubber toy and a pink material. When I render with karma, it has the default grey.
Edited by olivierth - Feb. 12, 2024 16:25:34
Technical Discussion » Arnold: Export Displaced Geometry? (.abc, not .ass)
- olivierth
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Technical Discussion » Vex: How to use Snell's Law for Refraction Vector?
- olivierth
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Works like a charm! I baked the result onto a grid with some dispersion effect (not physically accurate).
Technical Discussion » Vex: How to use Snell's Law for Refraction Vector?
- olivierth
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Technical Discussion » Vex: How to use Snell's Law for Refraction Vector?
- olivierth
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I'm trying a simpler example and I still get weird results. My InAngle (theta 1) is 45 degrees (makes sens) but the resulting OutAngle (theta 2) is 135 when it should be less than 45. What am I not doing right? What am I not understanding?
-Olivier
-Olivier
Edited by olivierth - Feb. 6, 2024 13:53:16
Technical Discussion » Vex: How to use Snell's Law for Refraction Vector?
- olivierth
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hmm... that's odd. we do things differently. I start with intersect to get the surface normal before I use refract.
EDIT: I'm confused. In your example, the IOR is below 1...?
EDIT: I'm confused. In your example, the IOR is below 1...?
Edited by olivierth - Feb. 6, 2024 12:02:00
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