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Technical Discussion » Subsurface Vex Function
- som
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Technical Discussion » Subsurface Vex Function
- som
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Thanks for the reply andrew. I was wondering if there is any documentation on the vop_sss_multi() and vop_sss_single() vex functions. I can understand some of the inputs but there is still a lot of confusion on all the inputs required for the function. I can't seem to find it anywhere in the houdini documentation.
I was wondering whether the artistic mental ray fast skin shader compares to multiple single scatters or multiscatter functions.
I am basically trying to create a mental ray like subsurface scattering function so artists who are maya users can easily jump in. I got most of it working, its just the models I am a little confused about. In rsl I would use three multiscatter subsurface() functions for each epidermal, subdermal and backscatter layers but as you can tell its different in houdini.
I was wondering whether the artistic mental ray fast skin shader compares to multiple single scatters or multiscatter functions.
I am basically trying to create a mental ray like subsurface scattering function so artists who are maya users can easily jump in. I got most of it working, its just the models I am a little confused about. In rsl I would use three multiscatter subsurface() functions for each epidermal, subdermal and backscatter layers but as you can tell its different in houdini.
Edited by - May 23, 2013 16:51:13
Technical Discussion » Subsurface Vex Function
- som
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Is there a subsurface vex function like rsl has? Judging by both renderers, both use point clouds and behave quite similar.
If not is there a work around ? I am using vex code.
If not is there a work around ? I am using vex code.
Technical Discussion » Specular Shader
- som
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Thanks for the reply.
That seemed to work perfectly. Thank you. In RSL you would negate the normal but this makes more sense. Thank you.
That seemed to work perfectly. Thank you. In RSL you would negate the normal but this makes more sense. Thank you.
Technical Discussion » Specular Shader
- som
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Creating a simple specular shader to test out vex.
Problem: I do not get a specular even though it seems to calculate specular. Please Help.
#ifndef VOP_SHADING
#define VOP_SHADING
#endif
#ifndef VOP_SURFACE
#define VOP_SURFACE
#endif
#pragma opname HelloWorld
#pragma oplabel “VEX Builder Surface”
#pragma opmininputs 0
#pragma opmaxinputs 0
#pragma label surfaceColor “Surface Color”
#pragma label surfaceOpac “Opacity Color”
#pragma label specularColor “Specular Color”
#pragma hint surfaceColor color
#pragma hint surfaceOpac color
#pragma hint specularColor color
#pragma range Ka 0 1.0
#include <shading.h>
#include <math.h>
surface
helloWorld(float Ka = 0.5;
float Kd = 0.85;
float Ks = 1;
float roughness = 0.2;
vector surfaceColor = {1,1,1};
vector surfaceOpac = {1,1,1};
vector specularColor = {1,1,1}
{
vector Nn = normalize(N);
vector V = -1 * normalize(N);
Of = surfaceOpac;
vector temp = Ka * ambient() + Kd * diffuse (Nn);
vector col = Of * surfaceColor * temp;
Nn = frontface(Nn,V);
vector spec = specularColor * Ks * specular( Nn, V, roughness );
Cf = col + spec ;
}
Problem: I do not get a specular even though it seems to calculate specular. Please Help.
#ifndef VOP_SHADING
#define VOP_SHADING
#endif
#ifndef VOP_SURFACE
#define VOP_SURFACE
#endif
#pragma opname HelloWorld
#pragma oplabel “VEX Builder Surface”
#pragma opmininputs 0
#pragma opmaxinputs 0
#pragma label surfaceColor “Surface Color”
#pragma label surfaceOpac “Opacity Color”
#pragma label specularColor “Specular Color”
#pragma hint surfaceColor color
#pragma hint surfaceOpac color
#pragma hint specularColor color
#pragma range Ka 0 1.0
#include <shading.h>
#include <math.h>
surface
helloWorld(float Ka = 0.5;
float Kd = 0.85;
float Ks = 1;
float roughness = 0.2;
vector surfaceColor = {1,1,1};
vector surfaceOpac = {1,1,1};
vector specularColor = {1,1,1}
{
vector Nn = normalize(N);
vector V = -1 * normalize(N);
Of = surfaceOpac;
vector temp = Ka * ambient() + Kd * diffuse (Nn);
vector col = Of * surfaceColor * temp;
Nn = frontface(Nn,V);
vector spec = specularColor * Ks * specular( Nn, V, roughness );
Cf = col + spec ;
}
Houdini Indie and Apprentice » Normal Troubles
- som
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What cusping does is it separates each face of the model and have the normals of each face face out, kinda like nurbs. So you will have vertices not sharing faces. But glad you found the solution. Just my two cents on how cusping works to inform you.
Houdini Indie and Apprentice » Projecting a complex model onto a sphere as a color map
- som
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Hey guys,
I want to project a complex model onto a sphere as a color and alpha map, is there a way to do it? The point is I want to create a foliage texture on a sphere based on the distance from the surface of the sphere using lsystem leaves placement as the complex geometry. This would help create low poly animatable trees utilized in games. Any suggestion or comment would help.
Thanks a ton,
You guys have been great.
Regards,
Soumitra Goswami
I want to project a complex model onto a sphere as a color and alpha map, is there a way to do it? The point is I want to create a foliage texture on a sphere based on the distance from the surface of the sphere using lsystem leaves placement as the complex geometry. This would help create low poly animatable trees utilized in games. Any suggestion or comment would help.
Thanks a ton,
You guys have been great.
Regards,
Soumitra Goswami
Houdini Indie and Apprentice » Houdini Apprentice HD working really slowly/hanging
- som
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Houdini Indie and Apprentice » Houdini Apprentice HD working really slowly/hanging
- som
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Houdini Indie and Apprentice » Houdini Apprentice HD working really slowly/hanging
- som
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Hey Guys,
I am trying to run apprentice HD on my windows 8 machine and it runs really slowly and oddly hangs everytime I create a basic flame pyro network.
My config is
Processor :Intel i7 3.5GHz
GFX Card: Nvidea Geforce GTX 660Ti 2 GB
Ram: 16GB
OS: Windows 8 Pro 64Bit
Houdini doesn't even utilize 10 percent of my ram and doesn't even get close to 10 percent of my cpu performance and yet its giving me issues.
Any suggestions?
I am trying to run apprentice HD on my windows 8 machine and it runs really slowly and oddly hangs everytime I create a basic flame pyro network.
My config is
Processor :Intel i7 3.5GHz
GFX Card: Nvidea Geforce GTX 660Ti 2 GB
Ram: 16GB
OS: Windows 8 Pro 64Bit
Houdini doesn't even utilize 10 percent of my ram and doesn't even get close to 10 percent of my cpu performance and yet its giving me issues.
Any suggestions?
Houdini Indie and Apprentice » passing parm value from a callback script to HDAModule
- som
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hey guys figured it out. It is kwargs.
What I was trying to do doesn't work as a concept but what I realized is that there is something called chsraw which evaluates the expression as a string and that means it copies the parameter exactly as its typed, as a string. This eliminates annoying issues of special characters like $ and ` disappearing. Removes the need of using \ before these characters to evaluate them properly.
Thanks for reading.
What I was trying to do doesn't work as a concept but what I realized is that there is something called chsraw which evaluates the expression as a string and that means it copies the parameter exactly as its typed, as a string. This eliminates annoying issues of special characters like $ and ` disappearing. Removes the need of using \ before these characters to evaluate them properly.
Thanks for reading.
Houdini Indie and Apprentice » passing parm value from a callback script to HDAModule
- som
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Hey Guys,
I am trying to create a dynamic menu for my Digital Asset and I have managed to write, access and direct the tool through callback script to the python module.
I want to pass the parm value of a dynamically created parameter to the right node parameter inside the digital asset.
I want the tool to know what parameter I am changing and copy that parameter into the parameter of a node inside a digital asset. I cant seem to pass the object or parm I am passing through the callback script. I dont want to use ch,chs, since that will have to create a check for 80 or more parameters each time the user changes any parameter. I want it to know which parameter the user changes and update and check just that parm. Let me know if I need to clarify further.
Any help would be appreciated.
I am trying to create a dynamic menu for my Digital Asset and I have managed to write, access and direct the tool through callback script to the python module.
I want to pass the parm value of a dynamically created parameter to the right node parameter inside the digital asset.
I want the tool to know what parameter I am changing and copy that parameter into the parameter of a node inside a digital asset. I cant seem to pass the object or parm I am passing through the callback script. I dont want to use ch,chs, since that will have to create a check for 80 or more parameters each time the user changes any parameter. I want it to know which parameter the user changes and update and check just that parm. Let me know if I need to clarify further.
Any help would be appreciated.
Houdini Indie and Apprentice » (Solved)parameter references not liking special characters
- som
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The escape sequence worked like a charm. I was hesitant to use escape sequences since ‘\’ is a part of L-System as well. Thank you for all your help.
Houdini Indie and Apprentice » (Solved)parameter references not liking special characters
- som
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Well ‘$’ will work when you write it in the lsystem rule directly but does not translate to the lsystem inside the subnet even though I am relatively referencing what's written in the subnet into the lsystem3(present inside the subnet).
For example
I use this in the subnet rule
It's as though when passing any value by reference it ignores the special characters such as $ and `.
I just need to know if this is a limitation or if I am doing something wrong and if there is a workaround it. It could be the problem with the houdini version I am using. I am using 12.1.77 at home and 12.0.8 at school.
To answer your earlier question,
With the strdup I am duplicating the string ~©F ‘b’ number of times. Its the same as writing ~©F~©F~©F~©F but it only is duplicated the number of times I write it, instead of it being controlled by a variable. Hope this is more clear.
For example
I use this in the subnet rule
B= T(d)~©F~©F~©F~©FAor
A= T(d)`strdup(b,“~©F”)`BHowever, the lsystem3 inside the subnet translates this as,
B= T(d)~©F~©F~©F~©FAand
A= T(d)Brespectively if you can follow what I am trying to say.
It's as though when passing any value by reference it ignores the special characters such as $ and `.
I just need to know if this is a limitation or if I am doing something wrong and if there is a workaround it. It could be the problem with the houdini version I am using. I am using 12.1.77 at home and 12.0.8 at school.
To answer your earlier question,
With the strdup I am duplicating the string ~©F ‘b’ number of times. Its the same as writing ~©F~©F~©F~©F but it only is duplicated the number of times I write it, instead of it being controlled by a variable. Hope this is more clear.
Houdini Indie and Apprentice » (Solved)parameter references not liking special characters
- som
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Hey Zephyr,
Great to hear from ya. Have you tried using special characters such as the ‘$’ sign. It works great in lsystem directly, but doesn't translate from my node. Thanks for the strdup update. I will look into it. It worked when I put it on the lsystem directly but freaked out when I referenced it in. I guess I was doing it wrong all along. But, do check into the characters such as $ sign pls.
Thanks and hope everything is alright at the internship,
Regards,
Soumitra
Great to hear from ya. Have you tried using special characters such as the ‘$’ sign. It works great in lsystem directly, but doesn't translate from my node. Thanks for the strdup update. I will look into it. It worked when I put it on the lsystem directly but freaked out when I referenced it in. I guess I was doing it wrong all along. But, do check into the characters such as $ sign pls.
Thanks and hope everything is alright at the internship,
Regards,
Soumitra
Houdini Indie and Apprentice » (Solved)parameter references not liking special characters
- som
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Anyone? I can't figure out a workaround. Any ideas would really help. Thank you
Regards,
Soumitra
Regards,
Soumitra
Houdini Indie and Apprentice » (Solved)parameter references not liking special characters
- som
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Hey Guys,
I am in the process of creating the UI for my Tree tool which requires me to reference the rules from my L-System. When I do that I have issues where the L-system doesn't transfer special characters(like `,$). I have attached the file to help you understand what I mean. Is there a solution or a way around this.
Thanks,
Regards,
Soumitra
I am in the process of creating the UI for my Tree tool which requires me to reference the rules from my L-System. When I do that I have issues where the L-system doesn't transfer special characters(like `,$). I have attached the file to help you understand what I mean. Is there a solution or a way around this.
Thanks,
Regards,
Soumitra
Edited by - Nov. 1, 2012 08:59:00
Houdini Indie and Apprentice » (Solved)Ramp parameter out of the spline chop.
- som
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Houdini Indie and Apprentice » (Solved)Ramp parameter out of the spline chop.
- som
- 40 posts
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So no one has a solution to the problem?? I want to create a user friendly interface and really need suggestions. Thanks,
Regards,
Soumitra
Regards,
Soumitra
Houdini Indie and Apprentice » (Solved)Ramp parameter out of the spline chop.
- som
- 40 posts
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Hey Guys,
I have created an L-system tree tool and now I am creating a user interface for it. So I have a spline chop controlling the no of generations in each point of the tree. I want to create a parameter for the spline chop. I was thinking of using a float ramp to refer to the spline CHOP but I cannot find a way to control the spline CHOP outside the motion view window.
Any or all suggestions will be much appreciated.
Thanks,
Regards,
Soumitra
I have created an L-system tree tool and now I am creating a user interface for it. So I have a spline chop controlling the no of generations in each point of the tree. I want to create a parameter for the spline chop. I was thinking of using a float ramp to refer to the spline CHOP but I cannot find a way to control the spline CHOP outside the motion view window.
Any or all suggestions will be much appreciated.
Thanks,
Regards,
Soumitra
Edited by - Nov. 1, 2012 08:58:27
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