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Technical Discussion » how do you get white hairs in houdini 16
- thexon
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the new hair tools are cool and everything but what is the workflow for getting white hairs?
Technical Discussion » multiple displacement maps(blendshapes) workflow
- thexon
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i have a couple of diplacement maps that correspond to some blendshapes….but simply piping out the P N output of one disp vop into the P N input of the next disp vop,gives very unpredictable results .does anyone have a better workflow for this
Technical Discussion » Illumination baking
- thexon
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I have a scene where the camera doesn't move around much,is there anyway I could bake all the lighting onto a texture map,the current solution (using the bake rop)gives very poor specular ,because specular is view dependent,and it doesn't know where m camera is…is there any way to get a decent baked illuminationr map
Technical Discussion » Any way to make Chanel groups follow subnet?
- thexon
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I have a lot of channel groups,but they seem to be stored in the scene (in other words ) if I copy and paste my objects to a different scene the Chanel groups are lost,is there any way to store the channel groups in an object or subnet
Technical Discussion » How do I Reference second input on point sop..h15
- thexon
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Hey, in h15 I can't seem to use the good old $ptx2 to reference the attributes in the second input of the point sop,how do I do this using @p.x?
Technical Discussion » Advantages of using layered shading?
- thexon
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Hey i have a scene that has about ten mantra surface shader nodes(dress,skin,shoes,necklace,eyes,e.t.c)
Using layered shading and sop attributes I could probably have all these different materials be represented by one shader node
My question is this
Would doing so result in any signifant decrease in render time ?
(
I've noticed in my mplay renders that most of the render time comes not from actual rendering
..in other words Houdini thinks for like five minutes before rendering the frame in like two minutes.)
Using layered shading and sop attributes I could probably have all these different materials be represented by one shader node
My question is this
Would doing so result in any signifant decrease in render time ?
(
I've noticed in my mplay renders that most of the render time comes not from actual rendering
..in other words Houdini thinks for like five minutes before rendering the frame in like two minutes.)
Technical Discussion » how do u pin points on granular solid to internal animation
- thexon
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Thanks for the response.
Ur file is interesting,but not exactly what i wanted.
Ur pinned points are stationery.
What i was trying to achieve is to have points that are pinned to target geometry that are moving.
In the current setup moving the geometry has no effect on the pinned points as only the frame 1 position and velocity values are read.
Ur file is interesting,but not exactly what i wanted.
Ur pinned points are stationery.
What i was trying to achieve is to have points that are pinned to target geometry that are moving.
In the current setup moving the geometry has no effect on the pinned points as only the frame 1 position and velocity values are read.
Technical Discussion » how do u pin points on granular solid to internal animation
- thexon
- 86 posts
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hi yall
very excited about POP grains…
the only problem i seem to b getting when using granular solids/sheets/strands is I am unable to pin some points to their internal animation.
the target stiffnes and target P attributes will only pin selected points to the position on frame 1…animating the target P attribute has no effect after frame 1.
the same applies to having a vector attribute in your sop geometry,only the values on frame 1 will be read…..
anyone with a solution?
thanx in advance
very excited about POP grains…
the only problem i seem to b getting when using granular solids/sheets/strands is I am unable to pin some points to their internal animation.
the target stiffnes and target P attributes will only pin selected points to the position on frame 1…animating the target P attribute has no effect after frame 1.
the same applies to having a vector attribute in your sop geometry,only the values on frame 1 will be read…..
anyone with a solution?
thanx in advance
Technical Discussion » Copy animation from chops to timeline
- thexon
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Technical Discussion » Copy animation from chops to timeline
- thexon
- 86 posts
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,how can i copy animation that i have editd in Chops back to the timeline,the channel chop has that feature,butit just copies raw unedited animation,
Technical Discussion » normal map?
- thexon
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Hi,i got a real kool digital asset in the freebiez section,its eal cool and allows me to use tangent space normal maps from zbrush…however in houdini 12,ive noticed that it only works when im rendering with microplygon(it doesnt work with raytacing)…anyone know anything about this?
Technical Discussion » Houdini 12 cant make glass shader from scatch
- thexon
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Maybe its just me,but setups that worked in houdini 10 fail in houdini 12.e.g making a glass shader by adding a glass vop or connecting a fresnel vop to a trace vop,such attempts fail to give me transparency in houdini 12
Technical Discussion » Houdini 12 volumes render slower than h11
- thexon
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Very strange….takes more than a minute to even start the render…..while in h11 starts instantly
Houdini Indie and Apprentice » i3d file import difficulties
- thexon
- 86 posts
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Hi,im a lil bit late,and im having this exporting i3d problem….(using the i3d file supplied here works)…whats the solution?
Technical Discussion » Any way of moving the pivot without the object moving?
- thexon
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Technical Discussion » Any way of moving the pivot without the object moving?
- thexon
- 86 posts
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Say u want a box to roll twice,youl have to move the pivot to one edge,rotate……..move the pivot again,and rotate again,right?….in maya this shudnt stressyou……but in houdini….attempting to move the pivot afteryou have already translated or rotated the box…..will result in the box moving weirdly(yes ,even in pivot mode,(insert))…hence making it impossible to animate an object that will need the pivot to move……..im sure there is a way,to do this,im just such a noob
Technical Discussion » Any way of moving the pivot without the object moving?
- thexon
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Sigh…..sorry ,i probably should attach some pix to show what the problem is….. “ ” " doesnt really move the pivot…..it just moves the manipulator….this becomes apparent when you…..say,move the manipulator to a door hinge,….keyframe………..go to frame 24,rotate to open the door……scrub through and you will find that your object rotaes around its centre and not the manipulator
Technical Discussion » Any way of moving the pivot without the object moving?
- thexon
- 86 posts
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Thanx everyone for your help….im sorry i didnt clarify,im talking about object level,not sop
Houdini Lounge » BUG: cursor glitch
- thexon
- 86 posts
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Technical Discussion » Any way of moving the pivot without the object moving?
- thexon
- 86 posts
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Hi,…..insert cube……rotate,it a bit…..translate it……now,try to move the pivot….moving the pivot (insert)….results in the object also moving weirdly……ideally,only the pivot should move in pivot mode
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