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Houdini Lounge » Display reversed normals?
- stu
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Yeah, that only works if the faces visible through the reversed faced are reversed as well, and the geometry that I'm dealing with is sufficiently complex that making the offenders invisible won't be immediately obvious.
Houdini Lounge » Display reversed normals?
- stu
- 246 posts
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As an alternative I'm trying to put together a two-sided constant shader (which I'm also having trouble with) - I am REALLY rusty.
Houdini Lounge » Display reversed normals?
- stu
- 246 posts
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Thanks - I was hoping for a “turn bright red!” button. I can turn the display for the backfaces off but it's not the shining beacon of “this is broken!” that that I was looking for. Using an attribute wrangle SOP provides no joy - what am I doing wrong?
Edited by stu - April 10, 2017 10:58:28
Houdini Lounge » Display reversed normals?
- stu
- 246 posts
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This might be a ridiculously simple question - how do I display/visualize reversed/flipped normals in the viewport? Displaying primitive normals doesn't provide much feedback in complex geometry, it's easy to miss stuff.
Numerous searches in the forums/documentation came up empty.
Numerous searches in the forums/documentation came up empty.
Houdini Lounge » Houdini 16
- stu
- 246 posts
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Houdini Lounge » Houdini 16
- stu
- 246 posts
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Houdini Lounge » Houdini 16
- stu
- 246 posts
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Houdini Lounge » Plans for a native unbiased pathtracer in mantra/houdini?
- stu
- 246 posts
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Houdini Lounge » Plans for a native unbiased pathtracer in mantra/houdini?
- stu
- 246 posts
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BabaJ
Sorry for hijacking this thread with an off topic comment guys.
Normally I could care less about the profile pictures for myself and don't usualy pay much attention to others. But a lego one?!, Haha, love it. Guess it's because I have a whole bunch of lego in a box not being used after my kids are now all ‘grown’ up.
Looks like I'm going to start taking lego portrait pictures for my profile picture, when I need some comic relief from my Houdini project.
Hope you don't mind if I borrow ‘your’ idea stu.
No worries - it's an old render, probably close to 8-9 years ago now, I should really redo it.
Houdini Lounge » Plans for a native unbiased pathtracer in mantra/houdini?
- stu
- 246 posts
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Houdini Lounge » Plans for a native unbiased pathtracer in mantra/houdini?
- stu
- 246 posts
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Houdini Lounge » Plans for a native unbiased pathtracer in mantra/houdini?
- stu
- 246 posts
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Are there plans to implement an unbiased pathtracing approach to rendering in the not-so-distant future under the mantra/houdini umbrella? I find that the current “hybrid” approach to pbr is starting to fall behind some of the other solutions available in terms of rendertime and noise reduction, etc.
Technical Discussion » Occlusion VOP help
- stu
- 246 posts
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Thank you, much appreciated! I found that the dirtmask VOP was useful here as well as it did pretty much what I was looking for and output a float by default.
Thanks again!
Thanks again!
Technical Discussion » Occlusion VOP help
- stu
- 246 posts
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Hey all,
It's been awhile so apologies for what's probably a very simple question. I'm looking to modulate the surface color in an existing shader by the result of the Occlusion VOP, but the Occlusion VOP returns a vector so I can't simply feed it's result into the bias input in a Mix VOP (expects a float). ideas?
stu
It's been awhile so apologies for what's probably a very simple question. I'm looking to modulate the surface color in an existing shader by the result of the Occlusion VOP, but the Occlusion VOP returns a vector so I can't simply feed it's result into the bias input in a Mix VOP (expects a float). ideas?
stu
Technical Discussion » Custom shelf tool connections
- stu
- 246 posts
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Hey all, another (probably) dumb question - how do I get my custom shelf tools to drop into the network wired to the selected geo, in the appropriate network location? My tools seem to want to instantiate themselves in the center of the network, unwired.
Technical Discussion » Random attribute values on points with randomVOP
- stu
- 246 posts
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Technical Discussion » Random attribute values on points with randomVOP
- stu
- 246 posts
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Let me expand on my previously demonstrated ineptitude:
I need to randomly choose between instanced geometry and the old method (as shown in the video) doesn't work anymore - what's the preferred way to do so (VOPs please, I'd like an interface at the end of this)? What's the best way to assign the “instance” point attribute string in a way that allows a variable to be included as a modifier? ie. /obj/instance1, /obj/instance2, etc.?
I need to randomly choose between instanced geometry and the old method (as shown in the video) doesn't work anymore - what's the preferred way to do so (VOPs please, I'd like an interface at the end of this)? What's the best way to assign the “instance” point attribute string in a way that allows a variable to be included as a modifier? ie. /obj/instance1, /obj/instance2, etc.?
Technical Discussion » Random attribute values on points with randomVOP
- stu
- 246 posts
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We've been through this mark, you know how I feel about reading (slinks away, tail between my legs ).
Thanks all!
Thanks all!
Technical Discussion » Random attribute values on points with randomVOP
- stu
- 246 posts
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That's great, thank you! Looks like it is the addattributeVOP that is falling down for me.
Technical Discussion » Random attribute values on points with randomVOP
- stu
- 246 posts
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Thanks Mark,
Did a behaviour change? I can't seem to replicate these results (using the randomVOP, addattributeVOP, etc.):
https://vimeo.com/52551778 [vimeo.com]
Edit: Something changed, just tried it in H13, worked fine.
Did a behaviour change? I can't seem to replicate these results (using the randomVOP, addattributeVOP, etc.):
https://vimeo.com/52551778 [vimeo.com]
Edit: Something changed, just tried it in H13, worked fine.
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