To put it short, what is one supposed to be able to do with P?
I guess something like that would be used internally for projections, but there must be a reason for exposing and load/saving it?
eetu.
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Technical Discussion » P[w]
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- eetu
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Houdini Indie and Apprentice » Delete non-quads
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- eetu
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Houdini Indie and Apprentice » Controlling visibility
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- eetu
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Hmm how about doing the same group-by-parented-box -thing but instead of deleting, assign another material with low or 0 opacity? or scale down maybe?
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Houdini Indie and Apprentice » Turning primary visibility on and off
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- eetu
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Houdini Indie and Apprentice » modo shading example. Lets duplicate it in Houdini
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Ah. Coming from lw + fprime and still doing much of my work in it, I can feel you 
I'm working on a lw/modo -style ubermaterial and this was a good test, heh. (I'll share it after ironing out the kinks)
My first houdini vidcap: http://undo.fi/houdini/modo_mat/modo_ubermat.html [undo.fi]

(seems like I saved the image after changing hdr from the end of the vid)
Rendertime was 1 minute on an 8core, and aa is still a bit crappy :\
(gotta learn proper GI, too)
It has to be said, though, that this is exactly the kind of scene one should not time mantra with. I just rendered a landscape with ~200k displacement mapped trees, dispmapped ground, environment area light, motionblur and 9 x 9 pixel samples at 36s per frame - that's more in mantra's alley *grin*
eetu.

I'm working on a lw/modo -style ubermaterial and this was a good test, heh. (I'll share it after ironing out the kinks)
My first houdini vidcap: http://undo.fi/houdini/modo_mat/modo_ubermat.html [undo.fi]

(seems like I saved the image after changing hdr from the end of the vid)
Rendertime was 1 minute on an 8core, and aa is still a bit crappy :\
(gotta learn proper GI, too)
It has to be said, though, that this is exactly the kind of scene one should not time mantra with. I just rendered a landscape with ~200k displacement mapped trees, dispmapped ground, environment area light, motionblur and 9 x 9 pixel samples at 36s per frame - that's more in mantra's alley *grin*
eetu.
Houdini Lounge » Weird problem with smoke shader
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- eetu
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Looking at billowy_smoke :
In the first post the parameter node in question is “density” which, as i understand it, is used to get the “density”-named attribute from the actual volume. That parameter is also toggled as “invisible” and doesn't show up in the material interface.
When you replaced it with your own constant parameter, you got a volume of constant density.
Steve C has probably been modifying the “Smoke Density” parameter in the material interface, which is different from plain “density”.
eetu.
(hope i got it right..
In the first post the parameter node in question is “density” which, as i understand it, is used to get the “density”-named attribute from the actual volume. That parameter is also toggled as “invisible” and doesn't show up in the material interface.
When you replaced it with your own constant parameter, you got a volume of constant density.
Steve C has probably been modifying the “Smoke Density” parameter in the material interface, which is different from plain “density”.
eetu.
(hope i got it right..

Technical Discussion » textures seq. on sprites and primitive groups
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- eetu
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Dunno about your problem, but I really like the image!
(I do understand that the client might disagree..
eetu.
(I do understand that the client might disagree..

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Houdini Indie and Apprentice » Moving particles along a path?
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- eetu
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This has been most helpful for me regarding alignment issues: http://www.sidefx.com/components/com_forum/files/instancing_273.jpg [sidefx.com]
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Technical Discussion » pbr glass problem
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- eetu
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Technical Discussion » pbr glass problem
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- eetu
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Ah. I didn't read your original post properly *blush*
It seems to me like the black defects might be mantra running out of reflection bounces.
Here's a couple of tests

And your original view, with an opacity-'fixed' white ball and 20 reflection bounces

eetu.
It seems to me like the black defects might be mantra running out of reflection bounces.
Here's a couple of tests

And your original view, with an opacity-'fixed' white ball and 20 reflection bounces

eetu.
Technical Discussion » pbr glass problem
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- eetu
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I added an isShadowRay test in the constant shader for the constant material used for the environment sphere. If tracing a shadow ray the shader now returns opacity of 0
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Technical Discussion » Using the normals of a non-fractured object?
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- eetu
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Another thing you could try is calculating point normals before fracture (select Point SOP -> Add Normals), and untick any “recalculate point normals” or “consolidate” -sounding checkboxes in operations after that.
eetu.
eetu.
Houdini Indie and Apprentice » Surfacing and texturing help?
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- eetu
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There's a related thread going at odforce, http://forums.odforce.net/index.php?showtopic=7208&pid=48387 [forums.odforce.net]
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Houdini Indie and Apprentice » Surfacing and texturing help?
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- eetu
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stevecullum
..exporting obj sequences from Houdini, but I got no idea how you might go about this.
Drop a File SOP, put it in write mode and enter something like “myobject$F4.obj” as the name.
eetu.
Houdini Indie and Apprentice » Surfacing and texturing help?
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- eetu
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stevecullum
..what if I want to create something new?
Lightwave's surfacing nodes are very intuitive and quite artist friendly, but Houdini's seem a bit tricky to understand. Maybe I've missed something?
Sorry to say, but with Houdini you need to roll you own, “from atoms”.
I too am often really missing Lightwave's node texture editor for the userfriendliness and speed of use. The high level (abstractionwise) nodes and workflow fit the overall fastpaced way of working I love about Lw.
Houdini on the other hand opts for total explicit control and configurability, which does fit the Houdini Way

I think one needs quite a chunk of r&d -time with Houdini to build a base material that fits one's work and which can be “easily” modified to suit the need at hand. (a.k.a. the dreaded/loved ubershader

(I'm still learning, so take this with grain of sand)
Is there any indepth tutorials out there that deal with the creation of surfaces?
Not really, as far as I've seen :\
Your best bet is to dissect the library materials. And read a couple of Renderman books

eetu.
Technical Discussion » i3dgen 2gb limit?
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- eetu
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Thank you for the prompt investigation!
Much appreciated, not something that many other vendors would do.
Seems like it's just one more reason to switch to linux..
eetu.
Much appreciated, not something that many other vendors would do.
Seems like it's just one more reason to switch to linux..
eetu.
Technical Discussion » i3dgen 2gb limit?
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- eetu
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First I made 256^3 and 512^3 volumes and they worked fine. When i tried to step up to a 1024 volume, i3dgen errored out after a while (“can't create attribute: density” or something like that). It left behind a 2gb .i3d
After that, i tried stepping down to 800, 720 and then 640 - always the same error and a 2gb file. Then 512 again worked fine and resulted in a working 1.9gb file. I'm writing r g and b as well as density.
My source data is rather large, but I'll whip up a procedural example hip.
eetu.
After that, i tried stepping down to 800, 720 and then 640 - always the same error and a 2gb file. Then 512 again worked fine and resulted in a working 1.9gb file. I'm writing r g and b as well as density.
My source data is rather large, but I'll whip up a procedural example hip.
eetu.
Technical Discussion » i3dgen 2gb limit?
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- eetu
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Hullo,
I'm creating volumes from image data, and from the looks of it i3dgen can't create volumes larger that 2gb. (size on disk)
Is this a known limitation?
9.1.218 xp64
Maybe >2gig volumes are a bad idea anyway - but ram is cheap these days and inquiring minds want to play..
Btw, is there a real benefit in splitting something up into several volumes, or does the tiled block format handle things efficiently enough anyway?
eetu.
I'm creating volumes from image data, and from the looks of it i3dgen can't create volumes larger that 2gb. (size on disk)
Is this a known limitation?
9.1.218 xp64
Maybe >2gig volumes are a bad idea anyway - but ram is cheap these days and inquiring minds want to play..

Btw, is there a real benefit in splitting something up into several volumes, or does the tiled block format handle things efficiently enough anyway?
eetu.
Technical Discussion » a question about porting the regular expressions to vops
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- eetu
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I'm pretty sure that's because expressions expect the argument to be in degrees, but vops expect them in radians..
eetu.
eetu.
Technical Discussion » Point and primitive attributes
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- eetu
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Hullo,
I was trying some learning exercises and ran into snags when trying to play with attributes. Simple stuff and a newbie point of view, but:
1) Primitive attributes in SOPs. Simply put, how do I set the value of a primitive attribute? You can modify values of arbitrary point attributes in a Point SOP, but not in Primitive SOP?
In my case I was trying to multiply “area” with clamped N. It was easy to circumvent by setting the alpha in Prim SOP to what I needed, or probably by promoting to point attrib and back, but it feels like there should be a way to just set the value of a primitive attribute directly. A “Custom” tab for Primitive SOP? Am I missing something obvious here?
2) Not that big, but accessing point attributes from a vopnet. I was trying to access a point attribute in a COP vopnet, and there is a primitive attribute node but no point attribute node. Perhaps it could be done via a point cloud, but for completeness' sake a point attribute node would seemslike a good idea. Unless I'm missing something again
eetu.
I was trying some learning exercises and ran into snags when trying to play with attributes. Simple stuff and a newbie point of view, but:
1) Primitive attributes in SOPs. Simply put, how do I set the value of a primitive attribute? You can modify values of arbitrary point attributes in a Point SOP, but not in Primitive SOP?
In my case I was trying to multiply “area” with clamped N. It was easy to circumvent by setting the alpha in Prim SOP to what I needed, or probably by promoting to point attrib and back, but it feels like there should be a way to just set the value of a primitive attribute directly. A “Custom” tab for Primitive SOP? Am I missing something obvious here?
2) Not that big, but accessing point attributes from a vopnet. I was trying to access a point attribute in a COP vopnet, and there is a primitive attribute node but no point attribute node. Perhaps it could be done via a point cloud, but for completeness' sake a point attribute node would seemslike a good idea. Unless I'm missing something again

eetu.
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