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Technical Discussion » Suggested 3rd Party workflow for Terrain
- jsmack
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Technical Discussion » what's the python equivalent for fset and tset?
- jsmack
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Not implemented, that I know of. The playbar methods only affect the playback range, not the global scene range.
Houdini Lounge » Group by pattern with condition?
- jsmack
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Technical Discussion » Sourcing particles from alembic?
- jsmack
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You need to ‘unpack’ the alembics first, depending on the node that is creating the source. (some nodes will autoconvert to polygons.) Try the unpack sop, followed by the convert sop to get a deforming polygonal mesh–something most sourcing tools will understand.
Technical Discussion » Hython License
- jsmack
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I don't speak for Side FX, but I think generally you want Houdini Engine, formerly ‘batch,’ licenses. A floating interactive license will also work, but you probably don't want that being tied up by your nodes. I suppose a node-locked license can work, but it would need to be locked to the farm box that hython was ran on, again something you probably don't want to waste the cost of a full artist seat on.
Houdini Lounge » Naiad theme for H16 (Circular nodes - one shape to rule them all)
- jsmack
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Houdini Lounge » Anyone else wish we could get tab to complete tab menu selection (act as enter)?
- jsmack
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If you are one-hand typing/navigating the menu, clicking on the item also serves to pick it for creation, preventing a reach-over.
Technical Discussion » Stylesheets with packed and groups doubt
- jsmack
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There is a workaround, if you are interested. You can use an attribute to represent the inside group instead.
Technical Discussion » Any way to setup mplay gamma and lut per project?
- jsmack
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If you export HOUDINI_IMAGE_DISPLAY_LUT and HOUDINI_IMAGE_DISPLAY_GAMMA, they should be picked up both by mplay and houdini sessions. If you want the settings to override the stored settings in a hip file you can use HOUDINI_IMAGE_DISPLAY_OVERRIDE to do so. As for ‘per project’, you need a way to control the environment per project.
Technical Discussion » Multi Line Python in Callback Script
- jsmack
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The basic form of an if then else block in python is “action 1 if condition else action 2”
for example:
for example:
kwargs['node'].parm('mode').set(1) if kwargs['node'].parm('checkbox').eval() else kwargs['node'].parm('mode').set(0)
Edited by jsmack - Feb. 23, 2017 12:10:19
Houdini Lounge » Anyone else wish we could get tab to complete tab menu selection (act as enter)?
- jsmack
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Houdini Indie and Apprentice » Can you duplicate 'Edges'?
- jsmack
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What does duplicating an edge mean? are you trying to create a new edge-loop? or split a face? extract an edge into a line segment?
Houdini Indie and Apprentice » How to make a transparent surface with bright white opaque edges based on the incidnece angle.
- jsmack
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The Classic Shader Core can probably produce a similar image, but you will need to feed in a dot product falloff to the emission intensity. The example has full opacity, as the background appears warped, not faded.
set the classic shader for the outer sphere as such:
diffuse off
reflect objects off
reflect lights on
reflect roughness 0.1~0.2
refract objects on
refract lights off
refract roughness 0
ior 1.3-1.4 (maybe lower, the bending isn't that much)
fake caustics on.
emission on
emission illuminates objects off
connect an edge falloff to the emission intensity input.
I think this will get you mostly there.
set the classic shader for the outer sphere as such:
diffuse off
reflect objects off
reflect lights on
reflect roughness 0.1~0.2
refract objects on
refract lights off
refract roughness 0
ior 1.3-1.4 (maybe lower, the bending isn't that much)
fake caustics on.
emission on
emission illuminates objects off
connect an edge falloff to the emission intensity input.
I think this will get you mostly there.
Houdini Indie and Apprentice » Displacement/bump map input for Skin Shader Core?
- jsmack
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Plug the layer out from the skin shader into the setlayercomponent, and assign the setlayercomp as your material. You can use the material flag(orange) to allow it to show up in material picker dialogs. Remove the connection into N on the skin shader. I tested this, and it does not affect the subsurface shading.
Houdini Indie and Apprentice » Displacement/bump map input for Skin Shader Core?
- jsmack
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The simplest way is to use ‘setlayercomponent’ vop, and connect a displace/displacetexture to the P and N inputs. You will need to add the displacement properties to the last node in the graph, or to your object, to set the bounds for displacement. If bump is all that is required, you can connect “N” into the skin shader core, or use 'True Displacements" render property to disable the actual mesh displacement. There are numerous other ways to make a complete shader with displacement, but this one is simple and quick to setup.
Houdini Indie and Apprentice » Houdini Rendering issue.
- jsmack
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The color ramp is reversed for the second object, but the opacity intensity is using the original value, effectively canceling it out. Instead of reversing the color ramp, simply swap the destination min and max values on the fit range vop, or use a complement vop between your fit range and the opacity intensity, if you don't feel like redoing the ramp. Also, shader may have a few more inputs than you probably need, unless you are going for a strange effect, you probably don't want to connect the color ramp to the opacity color as this will cause the shadows to be tinted the opposite color. The diffuse color input also does not need to be connected to the color ramp, unless you want the reflected color to be the same as the emitted color. It won't make it look much different, but makes it more difficult to separate the effect into various image planes (layers).
Work in Progress » Beasty character
- jsmack
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After researching vector displacement, I have found that every paint app encodes the map differently, and some, (ZBrush), support dozens of permutations of the encoding to try to support all the different ways a renderer could interpret the map. This issue seems like one that would be hard to try to account for with a shader interface. Fortunately, Mantra is flexible enough to allow one to ‘roll your own’ decoding, and reverse engineer almost any map using UV tangent or world space.
see:
http://docs.pixologic.com/user-guide/3d-modeling/exporting-your-model/vector-displacement-maps/ [docs.pixologic.com]
https://support.solidangle.com/display/AFHUG/Vector+Displacement [support.solidangle.com]
It is probably worth a bug/rfe to add alternate encoding support to the built-in shaders that handle displacement.
see:
http://docs.pixologic.com/user-guide/3d-modeling/exporting-your-model/vector-displacement-maps/ [docs.pixologic.com]
https://support.solidangle.com/display/AFHUG/Vector+Displacement [support.solidangle.com]
It is probably worth a bug/rfe to add alternate encoding support to the built-in shaders that handle displacement.
Edited by jsmack - Nov. 21, 2016 23:05:49
Work in Progress » Beasty character
- jsmack
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Your example displacement texture is encoded XZY. Have you tried swizzling the texture output going into the displace vop?
Edited by jsmack - Nov. 21, 2016 02:01:13
Technical Discussion » shop_disable_shader rendering parameters
- jsmack
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I wouldn't expect these shader specific properties to work unless attached to an object that has that type of shader assigned.
Technical Discussion » "Area Light" material tweaking , how?
- jsmack
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Lights do not use materials. Lights use light shaders and shadow shaders. The outputs and inputs of which are different than that of a surface shader. If you want something simple such as the position on the surface of the light driving a pattern that controls intensity, this can be achieved. However you will need to re-implement the other functions that you may have been using on the built-in light shader if starting from a blank slate light shader builder node. Take a look at the source code for the v_asadlight shop. Attributes on your geometry won't be available in the light shader anyways, unless you are creating a geometry light, in which case, the surface shader is used by the light. Are you trying to create a geometry light (mesh light)?
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