Hey Ian thanks for cooking that up.
I've got it working nicely and thanks for the introduction to the modulo and print nodes they're very handy indeed.
Thanks
John
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Houdini Indie and Apprentice » Render View different than image rendered to disk
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Houdini Indie and Apprentice » Render View different than image rendered to disk
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Thanks Ian that got it working fine.
Just a quick question
I've got the look I want on the contours of my extruded text objects.
I'd like to add a bit of randomness to the lines , at the moment the texture is wrapping the same image over each segment (primitive or vertices?).
I've done this with sprites before and made a point string attribute called baseColorMap and randomised the string text to select different stills in a folder.
like this
“$HOME/Desktop/alan/numbers/numb.a.`int(rand($PT)*5)`.jpeg”
I've tried this with a per primitive attribute but to no avail.
How would you recommend going about doing this?
Thanks again for the advice.
John
Just a quick question
I've got the look I want on the contours of my extruded text objects.
I'd like to add a bit of randomness to the lines , at the moment the texture is wrapping the same image over each segment (primitive or vertices?).
I've done this with sprites before and made a point string attribute called baseColorMap and randomised the string text to select different stills in a folder.
like this
“$HOME/Desktop/alan/numbers/numb.a.`int(rand($PT)*5)`.jpeg”
I've tried this with a per primitive attribute but to no avail.
How would you recommend going about doing this?
Thanks again for the advice.
John
Houdini Indie and Apprentice » Render View different than image rendered to disk
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Hi Ian
that helps loads, I can carry on experimenting now
thanks a lot for the help
john
that helps loads, I can carry on experimenting now
thanks a lot for the help
john
Houdini Indie and Apprentice » Render View different than image rendered to disk
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Houdini Indie and Apprentice » i3d file import difficulties
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Houdini Indie and Apprentice » i3d file import difficulties
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I just checked your file it works fine at exporting in my older mac houdini 11.0.504 but not in the latest houdini 11.0.700. or 11.0.658
My working exports can be seen in 11.0.504 and 11.0.658
but not in 11.0.700
So I guess it's a build bug thingy?
John
My working exports can be seen in 11.0.504 and 11.0.658
but not in 11.0.700
So I guess it's a build bug thingy?
John
Houdini Indie and Apprentice » i3d file import difficulties
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Hi there
Here's the i3d “PYRO” cloud density and offset files
just in case you want to move on with the tutorial.
Here's the i3d “PYRO” cloud density and offset files
just in case you want to move on with the tutorial.
Houdini Indie and Apprentice » Render View different than image rendered to disk
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Hi there
I've been playing around with making a simple shader in houdini.
I get the look I want in the Render view, but when I render it out to disk using the same mantra node and referenced camera, I get very different results.
It's blank if I use any alpha properties and the texture is rotated 90 degrees.
I understand the Scene view being different but shouldn't the render view correlate?
Thanks
John
I've been playing around with making a simple shader in houdini.
I get the look I want in the Render view, but when I render it out to disk using the same mantra node and referenced camera, I get very different results.
It's blank if I use any alpha properties and the texture is rotated 90 degrees.
I understand the Scene view being different but shouldn't the render view correlate?
Thanks
John
Houdini Indie and Apprentice » i3d file import difficulties
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Hey David
I uploaded a file with some i3d files here in a project where I'm trying to apply
animation to the fractal clouds vex shader.
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=21715&highlight= [sidefx.com]
so you can try that.
The first thing I did when I was having trouble was downloading the project files from the Cmivfx website, and tried exporting the i3d from those, have you done that yet?
Also another thing to check is that your bounding box is correctly set up , if it's not you'll export nothing. I did that a few times. A clue would be checking the data sizes of the exported files to see if there's anything in them.
I uploaded a file with some i3d files here in a project where I'm trying to apply
animation to the fractal clouds vex shader.
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=21715&highlight= [sidefx.com]
so you can try that.
The first thing I did when I was having trouble was downloading the project files from the Cmivfx website, and tried exporting the i3d from those, have you done that yet?
Also another thing to check is that your bounding box is correctly set up , if it's not you'll export nothing. I did that a few times. A clue would be checking the data sizes of the exported files to see if there's anything in them.
Houdini Indie and Apprentice » i3d file import difficulties
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Hey there you using mac? what's your set up.
I go back to 504 and it can do the business.
John
I go back to 504 and it can do the business.
John
Houdini Indie and Apprentice » Vop Volume question animating clouds and gradients
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Houdini Indie and Apprentice » Vop Volume question animating clouds and gradients
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Nice one,
I promoted the parameter and it will now use the $F. lovely.
I've got my animated i3d's in my procedural shader. cheers for that.
I'm still confused by the use of procedural shaders - materials and their hierarchy.
It's very clear in houdini when linking nodes to one another how things interconnect, but then there are other ways things connect that are not visible.
Can anyone suggest any tutorials that might get me going in the right direction?
Thanks again Rob and Parri
I promoted the parameter and it will now use the $F. lovely.
I've got my animated i3d's in my procedural shader. cheers for that.
I'm still confused by the use of procedural shaders - materials and their hierarchy.
It's very clear in houdini when linking nodes to one another how things interconnect, but then there are other ways things connect that are not visible.
Can anyone suggest any tutorials that might get me going in the right direction?
Thanks again Rob and Parri
Houdini Indie and Apprentice » Vop Volume question animating clouds and gradients
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Hi rob
thanks for going to the trouble of tweaking my project.
What I'm trying to do is animate a volume and still keep control of the cloud like form that the ‘cloud surface me ’ shopnet shader produces.
I'd like to be able to animate the volume object forming or dissolving or some such variant , from particles or whatever.
the vex shader way seems to limit you to only using one i3d saved volume from disk. no ‘$F’ allowed in it's channels for animation.
So I started trying a work around by manipulating the volume itself in the VexVop.
I'm only just getting my head around using volumes and shaders.
I can see now that's there's a difference between using an embedded shopnet shader and playing around with the vopvex to manipulate the densities of the volume , when I render the shopnet one it's quite high definition , but the vexvop one always looks blurred even when I upres it's sampling. so maybe it's not the best approach anyway.
what would people suggest?
thanks for going to the trouble of tweaking my project.
What I'm trying to do is animate a volume and still keep control of the cloud like form that the ‘cloud surface me ’ shopnet shader produces.
I'd like to be able to animate the volume object forming or dissolving or some such variant , from particles or whatever.
the vex shader way seems to limit you to only using one i3d saved volume from disk. no ‘$F’ allowed in it's channels for animation.
So I started trying a work around by manipulating the volume itself in the VexVop.
I'm only just getting my head around using volumes and shaders.
I can see now that's there's a difference between using an embedded shopnet shader and playing around with the vopvex to manipulate the densities of the volume , when I render the shopnet one it's quite high definition , but the vexvop one always looks blurred even when I upres it's sampling. so maybe it's not the best approach anyway.
what would people suggest?
Houdini Indie and Apprentice » Vop Volume question animating clouds and gradients
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Thanks for that Rob
I'm having a go at promoting the string attribute now.
I've made a simplified version of my project.
Inside there are three different geo nodes.
the first exports the geometry
the second imports the i3d into a vex shader.
the third unsuccessfully attempts to copy the vex shader network in a vop volume.
I like the vop volume approach as it avoids the rendering out of geometry and avoids the time channel restriction in vex.
What you reckon ?
john
I'm having a go at promoting the string attribute now.
I've made a simplified version of my project.
Inside there are three different geo nodes.
the first exports the geometry
the second imports the i3d into a vex shader.
the third unsuccessfully attempts to copy the vex shader network in a vop volume.
I like the vop volume approach as it avoids the rendering out of geometry and avoids the time channel restriction in vex.
What you reckon ?
john
Houdini Indie and Apprentice » Vop Volume question animating clouds and gradients
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hi there rob
I had a go at putting the padding ($F4) in , but the vex nodes always say the same thing
//Cannot have channels that depend on time//
I guessed that's a limitation of using vex.
I'm doing a work around by bringing in my two volumes by renaming one and merging them.
I think this works but I'm having trouble calculating the offset volume as a gradient.
I know the gradient needs to calculates the distance of each point from the bounding box or centre as a vector. but I'm not sure how. any tips?
thanks again
John
I had a go at putting the padding ($F4) in , but the vex nodes always say the same thing
//Cannot have channels that depend on time//
I guessed that's a limitation of using vex.
I'm doing a work around by bringing in my two volumes by renaming one and merging them.
I think this works but I'm having trouble calculating the offset volume as a gradient.
I know the gradient needs to calculates the distance of each point from the bounding box or centre as a vector. but I'm not sure how. any tips?
thanks again
John
Houdini Indie and Apprentice » Vop Volume question animating clouds and gradients
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Hi there
I'm trying to produce some nice cloud like text after doing a cmivfx tutorial on fractals.
There technique is to import i3d volumes - one as the basis of the volume and another as a slightly offset gradient volume to get the nice wisps around the edges.
I'm trying to animate the text but can't bring in time dependant files into the Vex Volume Vop (no text.$F.i3d allowed).
So I'm merging two animated volumes one density the other offset, into a volume vop. I need to create a gradient from the offset volume
but there isn't a handy node for doing that job.
Has anyone got a suggestion about a way to approach this?
thanks
John
I'm trying to produce some nice cloud like text after doing a cmivfx tutorial on fractals.
There technique is to import i3d volumes - one as the basis of the volume and another as a slightly offset gradient volume to get the nice wisps around the edges.
I'm trying to animate the text but can't bring in time dependant files into the Vex Volume Vop (no text.$F.i3d allowed).
So I'm merging two animated volumes one density the other offset, into a volume vop. I need to create a gradient from the offset volume
but there isn't a handy node for doing that job.
Has anyone got a suggestion about a way to approach this?
thanks
John
Houdini Indie and Apprentice » i3d file import difficulties
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Houdini Indie and Apprentice » i3d file import difficulties
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Hi there I'm following the clouds and fractals tutorial on cmivfx
and I've become a bit unstuck when trying to export and import the i3d file format.
I render out an i3d file and re import it into a 3d texture volume VOP . But it does not appear in the view port. I've tried using the project files from the chapter but still have the same problem.
I'm trying to work out whether it's operator or computer error.
Does anyone have a project with an i3d file that definitely imports and displays on their system that I can have a go at using?
thanks
John
and I've become a bit unstuck when trying to export and import the i3d file format.
I render out an i3d file and re import it into a 3d texture volume VOP . But it does not appear in the view port. I've tried using the project files from the chapter but still have the same problem.
I'm trying to work out whether it's operator or computer error.
Does anyone have a project with an i3d file that definitely imports and displays on their system that I can have a go at using?
thanks
John
Houdini Indie and Apprentice » No icons in latest build
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Technical Discussion » Align sprites to direction of travel
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Hi Aswaab
I know it was a while ago but here's a lead.
http://forums.odforce.net/index.php?/topic/9315-rotating-sprites-in-relation-to-their-normal-direction/page__p__61975&#entry61975 [forums.odforce.net]
Hugh Speers
I know it was a while ago but here's a lead.
http://forums.odforce.net/index.php?/topic/9315-rotating-sprites-in-relation-to-their-normal-direction/page__p__61975&#entry61975 [forums.odforce.net]
Hugh Speers
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