Under display options, you can switch the automatically generated normals between vertex and point, as well as set the cusping angle for vertex normals.
http://www.sidefx.com/docs/houdini/ref/windows/displayopts_3d#normals [sidefx.com]
Edit:
keep in mind that this is simply the viewport display. Mantra provides similar control over automatically-generated vertex normals, but with more granular control over which objects have what type of normals generated. Fortunately, I believe the default is the same for both. Some mesh types are not subject to auto-cusping, such as non-polygonal types and polysoup primitives with fused vertices.
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Technical Discussion » Different Point Normals in box primitive between 15.5 and 16
- jsmack
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Houdini Lounge » Houdini 16 hotkey / shortcut list
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Technical Discussion » UV Distortion!
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Hope you like math
vector @uv; @uv -= 0.5; @uv *= 2.0; vector2 u = (vector2)@uv; float l = length(u)/sqrt(2.0); l = 1.0 - smooth(0.3,0.9,l); float theta = radians(chf('theta')); float ct,st; ct = cos(theta*l); st = sin(theta*l); matrix2 r = set(ct,-st,st,ct); u *= r; @uv = u*0.5 + 0.5;
Houdini Engine for Unreal » check out this UV jitter...
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UV unwrapping isn't applicable to animations with non-consistent topology. You would have to unwrap each frame with a changed topology. For things like fluid simulations or other procedural geometry that has inconsistent topology from frame to frame, uv coordinates are not typically used, shaders would typically be created to use a 3-space like a rest field to get procedural patterns to stick. If textures need to be applied, you could look into a planar mapping such as triplanar mapping. I speak from a VFX perspective, I don't know how inconsistent topology is handled from a realtime perspective.
Houdini Learning Materials » How to translate an alembic transform node?
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That's not what Alembic is for. Alembic is intended as a ready-to-render final product. That said, there's nothing stopping you from inserting a null object between Alembic transform nodes.
Houdini Learning Materials » A request for a Masterclass on Mantra Rendering...with focus on refractions.
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There's a trick to reducing refraction noise, but it's super annoying to implement. If you disable refract on all your lights, then the refractive object will no longer directly refract them, and will not split rays sampling lights. However refractions of your environment will no longer appear. To make up for it, you can make emissive objects that are visible to refract only. This is incredibly annoying with cube map textures, but not so bad with a typical lat-long image. Most other renderers I have experimented with won't even allow direct refractions, and require setting up emissive surrogates in this way, notably arnold and redshift are both this way.
Another setting that contributes to the noise greatly is dispersion. I know it's pretty, but it very expensive in terms of sampling requirements for low noise. In your test scene, the values you are using were also extremely high, physically plausible values are between 0.001 and 0.05 depending on the IOR. If you simply like the look, then by all means, go nuts.
Another setting that contributes to the noise greatly is dispersion. I know it's pretty, but it very expensive in terms of sampling requirements for low noise. In your test scene, the values you are using were also extremely high, physically plausible values are between 0.001 and 0.05 depending on the IOR. If you simply like the look, then by all means, go nuts.
Technical Discussion » How to output the UV channel created by the UV triplanar node? and few other important questions for the magicians....
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There is no way to make a single uv map from a triplanar texture. A triplanar texture is 3 (or 6) planar mappings blended by the surface normal. The uv space is, in a sense, just euclidean space.
Technical Discussion » Hair / Fur grooming crashes.
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Looks like Redshift isn't compatible with any current builds. I think the last build it worked with was around ~540. The release build is still available, and I know Redshift had a version compatible with that one.
https://www.redshift3d.com/forums/viewthread/11613/ [redshift3d.com]
https://www.redshift3d.com/forums/viewthread/11613/ [redshift3d.com]
Edited by jsmack - March 29, 2017 01:05:14
Houdini Indie and Apprentice » How do I animate with keyframes ( Transparency? or Alpha? or Opaque? ) in the "viewport" with the new Principled Shader in Houdini 16?
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Houdini Engine for Unreal » check out this UV jitter...
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Technical Discussion » Being able to display and output different geometry in an hda
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No. You can only do that with objects. Display and render flag only indicate which stream to use for rendering vs interactive, not ‘display’ vs ‘output.’ In SOP context, there is no distinction between the two.
Houdini Lounge » points to groups
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Houdini Lounge » Question about Houdini's version...
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Houdini Lounge » What is up with light "Exposure"?
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You can do this by modifying mislighting.vfl.
Instead of creating a spare channel on the camera, add a user property to the camera or ROP.
Call it “exposure” to work with the code below.
Unfortunately, user properties don't seem to trigger ipr updates correctly, but this example works as tested.
edits to mislighting.vfl follow:
key:
+ for insert
!= for modified
Jeff or Mark, if I did something wrong, feel free to correct me.
Instead of creating a spare channel on the camera, add a user property to the camera or ROP.
Call it “exposure” to work with the code below.
Unfortunately, user properties don't seem to trigger ipr updates correctly, but this example works as tested.
edits to mislighting.vfl follow:
... float hitTime = now; + float exposure; + float expscale = 1.0; + int found; + found = renderstate("object:exposure",exposure); + if ( found ) + expscale = pow(2.0, exposure); // Make sure these exports are write-only ... hitTime = svec.x; != float pscale = expscale; float lscale; ... feval *= (spec_scale + diff_scale) / spec_scale; != clr = leval * feval * expscale; clr *= pbr_clampCf(clr, colorlimit); ... if (light_bounces & type) { + leval *= expscale; + lscale *= expscale; _pbr_direct_multisample(clr, comp, ...
+ for insert
!= for modified
Jeff or Mark, if I did something wrong, feel free to correct me.
Technical Discussion » Vex - bbox color graident (new point node)
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Technical Discussion » rat conversion script crashing
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Technical Discussion » Old vs. New Point SOP
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http://www.sidefx.com/docs/houdini/vex/snippets [sidefx.com] is always a good starting point.
Technical Discussion » Re: Don't use nvidia driver 376.xx
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Technical Discussion » Re: Don't use nvidia driver 376.xx
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There have been multiple 378 releases since that post. Just open geforce experience to download the latest one.
Technical Discussion » Hair / Fur grooming crashes.
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