Hello there. I have a question for those vex shader writers out there.
Im writting a shader and I need to make it mutli-layered (like the one that ships with houdini). How do I go about implementing that in vex code.
my first layer will be applied with a
texture (“layer01.tx”,s,t); ## .
how do I apply the second layer? according to the manuals a layer sop will turn s and t into s2 t2.. do i just use those to index my texture,
texture(“layer02.tx”,s2,t2);
???
your help is greatly appreciated.
RCortes
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Technical Discussion » multilayered vex shader
- rcortes
- 33 posts
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Technical Discussion » Network Rendering setup
- rcortes
- 33 posts
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I tried what you recomended, hserver is running fine on the other machine. Im still getting an error message when I try to render wiht remote hosts.
I'll give the docs a good thorough read and I'll let you guys know if I find a solution
Thanks for your help
Rudy
I'll give the docs a good thorough read and I'll let you guys know if I find a solution
Thanks for your help
Rudy
Technical Discussion » Network Rendering setup
- rcortes
- 33 posts
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Hello there.
I was trying to to setup our network to take advantage of the “mantra -H”, but im getting an error message. Baically I have 2 machines (woody and buzz, woody is the localhost), im logged into both as an administrator. The two machines are finding each other fine. When I use
mantra -H “woody,buzz” - I get the right result. To test whether buzz is doing its job i type
mantra -H “buzz” - Thats when I get a message that tells me something like “the string/pipe conection is broken” and nothing happens
If I type mantra -H “woody” it works fine.
are there any special network settings that need to be specified? buzz is already running hserver.
Im using win2K
Thanks a lot for your help
Rudy
I was trying to to setup our network to take advantage of the “mantra -H”, but im getting an error message. Baically I have 2 machines (woody and buzz, woody is the localhost), im logged into both as an administrator. The two machines are finding each other fine. When I use
mantra -H “woody,buzz” - I get the right result. To test whether buzz is doing its job i type
mantra -H “buzz” - Thats when I get a message that tells me something like “the string/pipe conection is broken” and nothing happens
If I type mantra -H “woody” it works fine.
are there any special network settings that need to be specified? buzz is already running hserver.
Im using win2K
Thanks a lot for your help
Rudy
Technical Discussion » VEX Shader Nightmare!!
- rcortes
- 33 posts
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Once again.. you are the Man! JColdrick
I was getting a little frutrated here. Both of your suggestions worked and I will always use the OTL's , I just didnt know you could create them from vcc.
Thanks so much
rcortes
I was getting a little frutrated here. Both of your suggestions worked and I will always use the OTL's , I just didnt know you could create them from vcc.
Thanks so much
rcortes
Technical Discussion » VEX Shader Nightmare!!
- rcortes
- 33 posts
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Hello everyone. Im posting this up here after 2 hours of fighting against Houdini to get some shaders to run nice. Here is my problem.
I already have a compiled *.vex shader with its *.ds script. I have read the manual on how to get this files to run. However the manual is constantly refering to folders and files that dont exist on my machine, for instance
SHOPsurface or $HH/shop/surface.
I see the manual was written for version 5.0. Has the default directory structure changed since?
PLEASE , PLEASE , PLEASE someone tell me HOW to get my shaders to be loaded by Houdini.
I started with Houdini about a year ago and these kind of documentation problems (taking soooo long to figure stuf out) pushed me away from it. I WANT TO STICK WITH IT this time, but its such a nighmare when you follow the docs and things dont work.
cheers to all of you and thanks for your help
Rcortes
I already have a compiled *.vex shader with its *.ds script. I have read the manual on how to get this files to run. However the manual is constantly refering to folders and files that dont exist on my machine, for instance
SHOPsurface or $HH/shop/surface.
I see the manual was written for version 5.0. Has the default directory structure changed since?
PLEASE , PLEASE , PLEASE someone tell me HOW to get my shaders to be loaded by Houdini.
I started with Houdini about a year ago and these kind of documentation problems (taking soooo long to figure stuf out) pushed me away from it. I WANT TO STICK WITH IT this time, but its such a nighmare when you follow the docs and things dont work.
cheers to all of you and thanks for your help
Rcortes
Technical Discussion » Getting pivot point POS in absolute World coords
- rcortes
- 33 posts
- Offline
I did try placing a null at the origin and called it “world”. However the CHOP operator calculated a LOT slower than the blend, so im sticking with the blend for know.
You are right.. there are many Maya techniques that i've tried to implement in houdini, most of them wont work the same way and thats where all those hours of reading and practicing come in hany to solve those peroblems.
Im almost done with this rig. Its quite simple because I wanted to at least get SOMETHING to work the right way before I attempt creating any complicated riggs. I will make this rig available for everyone in the forum to play with and to get feedback
Thats all for now. Good luck a C.O.R.E.
Rudy
You are right.. there are many Maya techniques that i've tried to implement in houdini, most of them wont work the same way and thats where all those hours of reading and practicing come in hany to solve those peroblems.
Im almost done with this rig. Its quite simple because I wanted to at least get SOMETHING to work the right way before I attempt creating any complicated riggs. I will make this rig available for everyone in the forum to play with and to get feedback
Thats all for now. Good luck a C.O.R.E.
Rudy
Technical Discussion » Getting pivot point POS in absolute World coords
- rcortes
- 33 posts
- Offline
Hi Edward.-
Hey . Thanks a lot for your reply.. The blend op really did it.
I tried using the object CHOP but it wants two inputs before the CHOPS viewer displays anything. What do I need to put into the 2nd field to get the world position of the first object?
Hi Arctor-
So, you are a rigger? do you do a lot of character work? Im migrating from Maya to houdini and I need some help from someone who has solid knowledge of rigging in houdini.
Thanks a lot to both.
Rudy
Hey . Thanks a lot for your reply.. The blend op really did it.
I tried using the object CHOP but it wants two inputs before the CHOPS viewer displays anything. What do I need to put into the 2nd field to get the world position of the first object?
Hi Arctor-
So, you are a rigger? do you do a lot of character work? Im migrating from Maya to houdini and I need some help from someone who has solid knowledge of rigging in houdini.
Thanks a lot to both.
Rudy
Technical Discussion » Getting pivot point POS in absolute World coords
- rcortes
- 33 posts
- Offline
Hello there.
I have an object and im trying to find its pivot point position on ABSOLUTE world coordinates (the object is already a child of another object).
What im trying to do with this is a simple “Point Constraint” with CHOPS. if anyone knows of a better way to do a point constraint, please let me know.
Thanks
Rudy
I have an object and im trying to find its pivot point position on ABSOLUTE world coordinates (the object is already a child of another object).
What im trying to do with this is a simple “Point Constraint” with CHOPS. if anyone knows of a better way to do a point constraint, please let me know.
Thanks
Rudy
Technical Discussion » Multi layered texturing
- rcortes
- 33 posts
- Offline
u r the MAN!!!.. thanks a lot for your help….
more questions still to come!..
cheers
Rudy Cortes
more questions still to come!..
cheers
Rudy Cortes
Technical Discussion » Multi layered texturing
- rcortes
- 33 posts
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Everything you have mentioned I have done so far. but i guess I forgot one important point in my question. I want to use a DIFERENT uv projection for the second layer (and each layer afterwards).
So far I have applied a UV texture project sop to the WHOLE grid, then another UV texture porject SOP to just the polygons I need. Then I create a vex Layered shader and apply the images to their respective layers (making sure that the 2nd layer uses UV2 ). The problem is that the 2nd layer is not been mapped to the 2nd UV project. The image for the second layer gets repeated once per quad , and i believe this means that the second layer is not finding the 2nd uv texture project I created.
How do i let the shader KNOW which one of the multiple UV texture projections I created is UV2, UV3… UV#?
Thanks for your help
Rudy Cortes
So far I have applied a UV texture project sop to the WHOLE grid, then another UV texture porject SOP to just the polygons I need. Then I create a vex Layered shader and apply the images to their respective layers (making sure that the 2nd layer uses UV2 ). The problem is that the 2nd layer is not been mapped to the 2nd UV project. The image for the second layer gets repeated once per quad , and i believe this means that the second layer is not finding the 2nd uv texture project I created.
How do i let the shader KNOW which one of the multiple UV texture projections I created is UV2, UV3… UV#?
Thanks for your help
Rudy Cortes
Technical Discussion » Multi layered texturing
- rcortes
- 33 posts
- Offline
Hi there. Im having a hard time trying to figure this one out, so for the sake of my keyboard (and my forehead) will ask you guys for help.
Im trying to use the VEX layered shader and use the separate layers to overlay textures. for example. I want to be able to texture a grid with one image map and then add another texture with an aplha channel ( a decal) on top of the previous texture. I know this must be very easy, but i cant seem to get it done.
Thanks for your help
Rudy Cortes
Im trying to use the VEX layered shader and use the separate layers to overlay textures. for example. I want to be able to texture a grid with one image map and then add another texture with an aplha channel ( a decal) on top of the previous texture. I know this must be very easy, but i cant seem to get it done.
Thanks for your help
Rudy Cortes
Houdini Lounge » Soft body curve
- rcortes
- 33 posts
- Offline
Nevermind… I figured it out…. I just had to actually dust off my brain and think a little.
cheers
Rudy
cheers
Rudy
Houdini Lounge » Soft body curve
- rcortes
- 33 posts
- Offline
Hello there..
How would I go about turning a NURBS curve into a softbody-like string in which the end of the curve will lag behind.
Im trying to use this curve to drive the position of some bones. Those bones will drive the deformation on the antlerns of a character.
I want to ge the secondary motion for free..
i tried using chops. I loaded the curve points through a geometry chop. Then I pluged it into a lag chop with expresions on the lag and overshoot… something like ($C/$NC) / 10 so that the points will get more lag/overshoot as they got away from the first point.
I then moved that info back to the object with a chanel sop.
It almost worked…. but not quite… could someone please help me.. im going mad here..hehe
Cheers
Rudy
How would I go about turning a NURBS curve into a softbody-like string in which the end of the curve will lag behind.
Im trying to use this curve to drive the position of some bones. Those bones will drive the deformation on the antlerns of a character.
I want to ge the secondary motion for free..
i tried using chops. I loaded the curve points through a geometry chop. Then I pluged it into a lag chop with expresions on the lag and overshoot… something like ($C/$NC) / 10 so that the points will get more lag/overshoot as they got away from the first point.
I then moved that info back to the object with a chanel sop.
It almost worked…. but not quite… could someone please help me.. im going mad here..hehe
Cheers
Rudy
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