Just unpremultiply in COPs or a compositor of your choice? (divide by alpha)
eetu.
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Technical Discussion » "Maya style" unpremultiplied rendering
- eetu
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Technical Discussion » My VOPSOP problem in local / world space ( I think )
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I think your setup should work. Does the object/material have displacement bounds defined?
BTW, I think you only need the “rest” attribute if the object is deforming, for a transforming object the restpos vop does a world-object corrdinate transform..
EDIT: Oops, i was thinking about displacement shader not VOPSOP. disregard.
eetu.
BTW, I think you only need the “rest” attribute if the object is deforming, for a transforming object the restpos vop does a world-object corrdinate transform..
EDIT: Oops, i was thinking about displacement shader not VOPSOP. disregard.
eetu.
Technical Discussion » Render View result differs from Render image
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First guess; render view always uses a raytrace engine. If your Mantra ROP is set to a micropolygon renderer, the result can be quite different (depending on sampling settings).
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Houdini Indie and Apprentice » TD Books
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There are some listed here http://forums.odforce.net/index.php?/topic/6939-books-to-read [forums.odforce.net]
eetu.
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Technical Discussion » object -> smoke transistion
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I'd put a feathered edge to the mesh, maybe by doing two cuts. One just for making a slice in the mesh and another one to clip it, and then set the Alpha of the edge points to 0. Depending on how you cut it you might be able to do that in a shader.
Also, you could maybe try and transfer the shaded surface color to the volume smoke color, and then render the smoke as emissive/non-lit.
eetu.
Also, you could maybe try and transfer the shaded surface color to the volume smoke color, and then render the smoke as emissive/non-lit.
eetu.
Technical Discussion » object -> smoke transistion
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Something similar in there, check out the scene file.
http://forums.odforce.net/index.php?/topic/8471-eetus-lab/page__view__findpost__p__61146 [forums.odforce.net]
mixing the material isn't straightforward, i suggest you look into hackery and faking
eetu.
http://forums.odforce.net/index.php?/topic/8471-eetus-lab/page__view__findpost__p__61146 [forums.odforce.net]
mixing the material isn't straightforward, i suggest you look into hackery and faking
eetu.
Technical Discussion » i3dgen 2gb limit?
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I saw this in the journal.
Houdini 10.0.424: Fixed the MDD SOP so that it can handle reading .mdd files with sizes in the 2-4 GB range. However, it still does not handle file sizes greater than 4 GB.
Are these problems related? Could the fix be used for i3dgen.exe, too?
eetu.
Houdini 10.0.424: Fixed the MDD SOP so that it can handle reading .mdd files with sizes in the 2-4 GB range. However, it still does not handle file sizes greater than 4 GB.
Are these problems related? Could the fix be used for i3dgen.exe, too?
eetu.
Work in Progress » Some structures and abstract stuff
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Houdini Lounge » Houdini ubermaterial
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The current (0.98, as of this writing) version does not have refraction in it yet.
I changed the material quite extensively at one point, I think 0.67 is the last one of the previous generation. It's a bit more “complete” but otherwise I don't like it that much..but it does have refraction - and fresnel controls for it..
eetu.
I changed the material quite extensively at one point, I think 0.67 is the last one of the previous generation. It's a bit more “complete” but otherwise I don't like it that much..but it does have refraction - and fresnel controls for it..
eetu.
Technical Discussion » Question about surface shader.
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flyingc
It is known that the global variable P is in camera space ,
the global variable Eye should be {0,0,0},
So what is the function of the global variable?
If the incoming ray to a fragment being shaded originates from e.g. a mirror, then Eye will be the reflection location on the mirror..
eetu.
Technical Discussion » particle fall off
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There is a “Gravity” button on the Shelf, under “Drive Particles” tab.
Or, if you want to do it by hand, append a Force POP to your Location POP and put in a negative value for the Y-axis force.
The default gravity of -9.8 is a bit much for your scene.
eetu.
Or, if you want to do it by hand, append a Force POP to your Location POP and put in a negative value for the Y-axis force.
The default gravity of -9.8 is a bit much for your scene.
eetu.
Houdini Indie and Apprentice » normals to camera space in vop
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Terve!
When mantra is rendering, everything is in camera space by default. You can just use the N you get from Global Variables VOP.
For coordinate system transformations there is the Transform VOP.
Unless you want to have manual control of the normal vectors in SOPs, you could just use a transformed and untransformed version of the rendertime N.
This will also get you displacement/bump effects, if you want them.
eetu.
When mantra is rendering, everything is in camera space by default. You can just use the N you get from Global Variables VOP.
For coordinate system transformations there is the Transform VOP.
Unless you want to have manual control of the normal vectors in SOPs, you could just use a transformed and untransformed version of the rendertime N.
This will also get you displacement/bump effects, if you want them.
eetu.
Houdini Lounge » How to find min and max values of an attribute?
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I think the classical answer is to promote it to a detail attribute with min/max mode.
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Work in Progress » monitor comp
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Technical Discussion » rop render dependencies
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Houdini Lounge » point expression and point position
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I suspect there are many ways, I tend to use the transform “into this object” feature in Object Merge SOP
eetu.
eetu.
Houdini Indie and Apprentice » shading multiple objects with one shader
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I think it's because you're using a detail attribute, which is common for all the spheres after the merge.
It would work with a primitive/point attribute, or do what rob says above
eetu.
It would work with a primitive/point attribute, or do what rob says above
eetu.
Technical Discussion » rop render dependencies
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Try connecting your Rops to a Merge, set the merge node to frame by frame and render that.
eetu.
eetu.
Houdini Indie and Apprentice » How to blend two ramps
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Maybe you could set the colors as point colors on the mesh, and then use that in the shader?
eetu.
eetu.
Houdini Lounge » Scandinavian Usergroup
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mondi
Is there any more information available about the TD forum than just the dates? - The website seems a bit sparse.
I suppose it'll be updated soon (the way it tends to be with websites
Afaik the venue has been decided and some of the speakers - it is definitely happening. Just save the dates
eetu.
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