In the older render engines that's called specular
eetu.
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Technical Discussion » reflected light sources
- eetu
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Technical Discussion » Problem puzzled me for some days.
- eetu
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Making an appealing image of food - be it photo or rendered - is inherently hard.
In fact, I think you already have much of the technical 3d stuff down, the geometry and displacement look good, and I guess the shader isn't that far off actually. What you need to focus on is lighting, environment to be reflected, background, camera/composition - and postprocessing. Do not expect straight renders to look perfect.
I took the liberty of doing a little basic postprocessing on your image in photoshop, mainly just curves/colorcorrect.
eetu.
In fact, I think you already have much of the technical 3d stuff down, the geometry and displacement look good, and I guess the shader isn't that far off actually. What you need to focus on is lighting, environment to be reflected, background, camera/composition - and postprocessing. Do not expect straight renders to look perfect.
I took the liberty of doing a little basic postprocessing on your image in photoshop, mainly just curves/colorcorrect.
eetu.
Houdini Indie and Apprentice » How to achieve this kind of effect?
- eetu
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I'd bet it's particles advected along a volume fluid, and Trail SOP and Sweep SOP applied after that.
eetu.
eetu.
Houdini Lounge » Siggraph09 microvoxel talk
- eetu
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Hmm, I was there in 2008 and I can see the 2008 videos for free, so maybe that's it. I had just forgotten all about the encore site. Well, I guess I should just loan the DVD set from someone, lots of other good stuff too. Thanks.
eetu.
eetu.
Houdini Lounge » Siggraph09 microvoxel talk
- eetu
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I saw there was a talk on microvoxels by Andrew and Mark at Siggraph - was it recorded?
If by Siggraph, is it on the conference DVDs?
If by Sesi, will it be online at some point?
If not .. well, slides would nice
eetu.
If by Siggraph, is it on the conference DVDs?
If by Sesi, will it be online at some point?
If not .. well, slides would nice
eetu.
Technical Discussion » how to use a SOP attribute in displacement shader?
- eetu
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Oh, I see.
I've never written one, but looking at the “View VEX Code” from the above VOPnet, seems like if you just do
displace myDisplace(…, float xx = 1)
it will import the attribute (with a default of 1)
eetu.
I've never written one, but looking at the “View VEX Code” from the above VOPnet, seems like if you just do
displace myDisplace(…, float xx = 1)
it will import the attribute (with a default of 1)
eetu.
Technical Discussion » how to use a SOP attribute in displacement shader?
- eetu
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Use a Parameter VOP, with the parameter name set to the attribute you wish to import.
eetu.
eetu.
Houdini Lounge » Scandinavian Usergroup
- eetu
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Yep, an interesting idea, although there's probably not that many natural chances to meet up.
Are you by any chance coming to the Nordic TD Forum here in Helsinki in November? Or other people here?
If there are enough Houdniks in town, I could perhaps set up a lunch or something - depending on the forum schedule..
eetu.
Are you by any chance coming to the Nordic TD Forum here in Helsinki in November? Or other people here?
If there are enough Houdniks in town, I could perhaps set up a lunch or something - depending on the forum schedule..
eetu.
Houdini Indie and Apprentice » CVEX: Importing inputs question.
- eetu
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You could blend volumes in SOPs with a Volume VOP SOP or a Volume Mix SOP.
For your situation it would be a bad idea though, as you'd need to store the result in a hires large scale volume.
You need to do this in a shader. A simple example attached with a teapot I3D and a volume sphere as a detail volume. I actually don't know how to sample an .i3d from a shader so the sphere is a bgeo. (If someone knows how, please pipe in!
I just took the material gallery basic_smoke and modified that, the modifications are in a netbox in shader top level. I guess you could e.g. take the modified shader and “compile vex code to shop type” to get your own shader type.
eetu.
For your situation it would be a bad idea though, as you'd need to store the result in a hires large scale volume.
You need to do this in a shader. A simple example attached with a teapot I3D and a volume sphere as a detail volume. I actually don't know how to sample an .i3d from a shader so the sphere is a bgeo. (If someone knows how, please pipe in!
I just took the material gallery basic_smoke and modified that, the modifications are in a netbox in shader top level. I guess you could e.g. take the modified shader and “compile vex code to shop type” to get your own shader type.
eetu.
Work in Progress » Pyro Steam
- eetu
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Houdini Indie and Apprentice » volume render problem
- eetu
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Hello!
There is a problem with the Billowy Smoke shader in your scene.
The inputs to Illuminance Loop VOP are wired in the wrong order,
so the shader doesn't compile and the teapot is rendered with the
fallback default shader.
If you haven't been editing the shader yourself, then I guess your
Houdini build has a bug in that material. I have builds 10.0.257
and 10.0.365 (current daily build) installed, and the material is
fine in both.
So, download the current daily build and re-instantiate a Billowy
Smoke material from the gallery and you should be good to go!
eetu.
There is a problem with the Billowy Smoke shader in your scene.
The inputs to Illuminance Loop VOP are wired in the wrong order,
so the shader doesn't compile and the teapot is rendered with the
fallback default shader.
If you haven't been editing the shader yourself, then I guess your
Houdini build has a bug in that material. I have builds 10.0.257
and 10.0.365 (current daily build) installed, and the material is
fine in both.
So, download the current daily build and re-instantiate a Billowy
Smoke material from the gallery and you should be good to go!
eetu.
Technical Discussion » how to change a point's normal by its neighbor point
- eetu
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With a point() expression in a Point SOP you can query the position of the previous and next points. Create vectors pointing to both, normalize and add together.
(Apologies for the dot() in the .hip - my brain blanked on how to get one component of a vector
eetu.
(Apologies for the dot() in the .hip - my brain blanked on how to get one component of a vector
eetu.
Technical Discussion » how to make primitives look at a camera?
- eetu
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Scatter points on surface, calculate normals as campos-pointpos (leave y component at 0 to keep the result perpendicular to XZ), copy polys to points.
There's probably a hundred ways to calculate the normals. Here I Object Merged cam1/camOrigin with “trasform into this object”, and then used that with a point() expression in the Point SOP.
eetu.
There's probably a hundred ways to calculate the normals. Here I Object Merged cam1/camOrigin with “trasform into this object”, and then used that with a point() expression in the Point SOP.
eetu.
Technical Discussion » How can I build this curve
- eetu
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Technical Discussion » Glass diffraction?
- eetu
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Soothsayer
Yes, I've seen that before but it's apparently not working in H10.
Well then, that means you'll have to get your hands dirty, right?
As a starting point here's a super simple RGB diffraction vop shader, it just makes 3 traces with a different IOR.
If you watch Mario's presentation video or read the above linked post,
you will know that this is not really the right way to do it.
You'll need to take several samples with different wavelengths and combine
them in XYZ color space.. watch the video
eetu.
Technical Discussion » Glass diffraction?
- eetu
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His glass shader [forums.odforce.net] does it, so you could cop^H^H^H use that as an inspiration..
eetu.
eetu.
Houdini Indie and Apprentice » learning vex
- eetu
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Depends on what you already know.
If you don't know programming in general, you should probably pick up a book/tutorials on plain C.
If you know programming, but not shader programming, your best bet would be to pick up a book/tutorials on Renderman shading language, as it is somewhat close to vex and will get you familiar with the basic ideology.
If you know shaders but not vex, there isn't too much. There is an old but still applicable mixed vop/vex tutorial from Andy Nicholas [andynicholas.com]. There is some code scattered around forum threads, for example Mario's wonderful glass thread [forums.odforce.net]. Then of course you can “View VEX code” by right-clicking on any vopnet-based shader. It will show you the code generated by that network.
Of course there is also the documentation [sidefx.com].
Also a thread on books [forums.odforce.net].
eetu.
If you don't know programming in general, you should probably pick up a book/tutorials on plain C.
If you know programming, but not shader programming, your best bet would be to pick up a book/tutorials on Renderman shading language, as it is somewhat close to vex and will get you familiar with the basic ideology.
If you know shaders but not vex, there isn't too much. There is an old but still applicable mixed vop/vex tutorial from Andy Nicholas [andynicholas.com]. There is some code scattered around forum threads, for example Mario's wonderful glass thread [forums.odforce.net]. Then of course you can “View VEX code” by right-clicking on any vopnet-based shader. It will show you the code generated by that network.
Of course there is also the documentation [sidefx.com].
Also a thread on books [forums.odforce.net].
eetu.
Houdini Lounge » transfering texture color to particles
- eetu
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itriix
Anyway to get that Alpha into this VOPSOP?
Probably something like this should work, I'm in a hurry and can't test it
eetu.
Technical Discussion » Fur flickering
- eetu
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Hard to say without seeing, but maybe try making the hair strands a bit wider and, if needed, compensating by making them more transparent?
eetu.
eetu.
Houdini Lounge » transfering texture color to particles
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