Hello,
I have a small test project.
Animating elements that move from point a to point b.
I need them to occure in specific time and disapear in another time.
Thhey all move from point a to point b.
I was able to make animation but i cant remember what node to use to make them disapear or occure.
Found 116 posts.
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Technical Discussion » What Node to use to maike object occur or disapear in animation?
- ISUther
- 116 posts
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Technical Discussion » Houdini Skinn shader and how to use it?
- ISUther
- 116 posts
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Hello,m
I have done texturing in Mari.
I have baked out
Base Color maps / epidermals (UDIM)- dictades the color of skinn (dead skinn, surface of the skinn)
Subdermal Deep maps
Mid Scatter mapsPrimary spec maps
I have created file node in houdini and i was tyring to use houdini skinn shader
When i go to “Material Palette” i have shader there. When i dive inside the shader i created “texture” node.
I connected it to “diffusecolor” and i loaded my base color UDIM-s in to “texture” node.
I applied material to my model but i do not see any change.
What am i dooing wrong?
Best regards
Tanel.V
I have done texturing in Mari.
I have baked out
Base Color maps / epidermals (UDIM)- dictades the color of skinn (dead skinn, surface of the skinn)
Subdermal Deep maps
Mid Scatter mapsPrimary spec maps
I have created file node in houdini and i was tyring to use houdini skinn shader
When i go to “Material Palette” i have shader there. When i dive inside the shader i created “texture” node.
I connected it to “diffusecolor” and i loaded my base color UDIM-s in to “texture” node.
I applied material to my model but i do not see any change.
What am i dooing wrong?
Best regards
Tanel.V
Technical Discussion » Need help to choose path for VFX effext that will burn away skinn and reveale flesh below it.
- ISUther
- 116 posts
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Hello,
I am currently texturing my orc in Mari.
Planed to build shader for that later in Houdini or Maya
I always wanted to build VFX effect on top of the model.
Idea was that some areas of skinn will burn away and reveal flesh below it.
Am i correct to think that then i need textures for skinn shader and then separate texture and shader for flesh?
And not to texture both in to same texture map?
I am concerned about the corner area when skinn has burned away. That small gap betwean skinn and flesh after burn has taken a place.
I am currently texturing my orc in Mari.
Planed to build shader for that later in Houdini or Maya
I always wanted to build VFX effect on top of the model.
Idea was that some areas of skinn will burn away and reveal flesh below it.
Am i correct to think that then i need textures for skinn shader and then separate texture and shader for flesh?
And not to texture both in to same texture map?
I am concerned about the corner area when skinn has burned away. That small gap betwean skinn and flesh after burn has taken a place.
Edited by ISUther - Oct. 30, 2017 07:39:21
Technical Discussion » .lut option in Houdini (pictures added)
- ISUther
- 116 posts
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Thank you for explaining this.
I hope i see this in my workflow some day in future.
I just had this question because i try to study VFX and all related to 3D
And if i do not understand something in tutorial i will pause it and go google and if i fail to find info that i can understand i will ask from forum.
Thank you for your time.
I hope i see this in my workflow some day in future.
I just had this question because i try to study VFX and all related to 3D
And if i do not understand something in tutorial i will pause it and go google and if i fail to find info that i can understand i will ask from forum.
Thank you for your time.
Technical Discussion » .lut option in Houdini (pictures added)
- ISUther
- 116 posts
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Is this likea filter thingy? So selecting filter or smething. I cant understand function of it.
Please can you explain?
Is it like color correction thing?
And in what scenarios i should use this?
Please can you explain?
Is it like color correction thing?
And in what scenarios i should use this?
Technical Discussion » Exporting file from houdini (Retopo) as model how to do it?
- ISUther
- 116 posts
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How to export model correctly in to zbrush.
1. My model was loaded in to houdini using file path not gozplugin
2. I retopoed my model in Houdini
and now trying to export it right way.
When i use Goz plugin it will work but it will place my model to wrong position.
(i need it to be on exact spot from where i saved OBJ out in the first place from zbrush).
How to do it?
1. My model was loaded in to houdini using file path not gozplugin
2. I retopoed my model in Houdini
and now trying to export it right way.
When i use Goz plugin it will work but it will place my model to wrong position.
(i need it to be on exact spot from where i saved OBJ out in the first place from zbrush).
How to do it?
Technical Discussion » Houdini 16 Retopo. How to block so it wont select faces on other side of the mesh? (Short explaining video added)
- ISUther
- 116 posts
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Thank you for feedback.
Sry for my bad english:
Here is better explenation:
https://www.youtube.com/watch?v=oqFENEq01B8 [www.youtube.com]
I will try to swich off the backfaces.
I notice same issue we have also in other 3D aplications. (Topogun 2, 3D coat etc)
I wonder if i bring in another model (on to that topobuild level) and scale it down a bit and place it inside of the remotopo model may be it will block it and “fix” the issue. I do not know. Have to try.
But i actually started to like retopo in Houdini.
Tho that art is soo anoying.
Especially when there is no option to turn it off.
Sry for my bad english:
Here is better explenation:
https://www.youtube.com/watch?v=oqFENEq01B8 [www.youtube.com]
I will try to swich off the backfaces.
I notice same issue we have also in other 3D aplications. (Topogun 2, 3D coat etc)
I wonder if i bring in another model (on to that topobuild level) and scale it down a bit and place it inside of the remotopo model may be it will block it and “fix” the issue. I do not know. Have to try.
But i actually started to like retopo in Houdini.
Tho that art is soo anoying.
Especially when there is no option to turn it off.
Technical Discussion » Houdini 16 Retopo. How to block so it wont select faces on other side of the mesh? (Short explaining video added)
- ISUther
- 116 posts
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Houdini 16 Retopo. How to block so it wont select faces on other side of the mesh? (Short explaining video added)
https://www.youtube.com/watch?v=SQi7LkYT6Bk&feature=youtu.be [www.youtube.com]
https://www.youtube.com/watch?v=SQi7LkYT6Bk&feature=youtu.be [www.youtube.com]
Technical Discussion » How to mix more then 2 shaders?
- ISUther
- 116 posts
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I did try that but getting total black result.
Regarding Mari.
It has option to mimic specific shader.
Unreal shader for example.
So you paint textures using different layers.
Then you can at end connect it to shader mimic system and tweak shader settings via that i achieved this result.
But now im confused how can i build that shader in houdini.
This is what i am trying at the moment.
I managed to load in textures and now trying to teweak shader settings in Houdni.
Regarding Mari.
It has option to mimic specific shader.
Unreal shader for example.
So you paint textures using different layers.
Then you can at end connect it to shader mimic system and tweak shader settings via that i achieved this result.
But now im confused how can i build that shader in houdini.
This is what i am trying at the moment.
I managed to load in textures and now trying to teweak shader settings in Houdni.
Technical Discussion » How to mix more then 2 shaders?
- ISUther
- 116 posts
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Hello,
I have 2 shaders
Both are principle shaders.
But i want to add thord material to mix it.
I am trying to build my first shader in Houdin and i dont want to use simple shader but i want to create custom shader (mix of multiple shaders.)
Lay mix has A and B inputs but if i want to add throd one is that possible and if yes what node to use?
Also how to add Hue shift node there? As i need to work with hue shift to change and alter colors.
I have 2 shaders
Both are principle shaders.
But i want to add thord material to mix it.
I am trying to build my first shader in Houdin and i dont want to use simple shader but i want to create custom shader (mix of multiple shaders.)
Lay mix has A and B inputs but if i want to add throd one is that possible and if yes what node to use?
Also how to add Hue shift node there? As i need to work with hue shift to change and alter colors.
Edited by ISUther - Oct. 6, 2017 18:03:50
Technical Discussion » Mari (Unreal) shader inside Houdini?
- ISUther
- 116 posts
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Hello,
I have textured a model in Mari.
Fiew examples added as attachment.
Mari has option to mimic different shaders (You just select shader like arnold or vray or unreal).
I achieved ths texture when unreal shader was selected in Mari.
1. Is there a option to copy shader settings from mari to houdini?
2. What shader material i need to use to get unreal material?
3. Do i need specific plugin for that?
What Houdini shader tutorials do you recommend?
Can you recommend some one who knows very well how to do custom shaders in houdini?
I have textured a model in Mari.
Fiew examples added as attachment.
Mari has option to mimic different shaders (You just select shader like arnold or vray or unreal).
I achieved ths texture when unreal shader was selected in Mari.
1. Is there a option to copy shader settings from mari to houdini?
2. What shader material i need to use to get unreal material?
3. Do i need specific plugin for that?
What Houdini shader tutorials do you recommend?
Can you recommend some one who knows very well how to do custom shaders in houdini?
Houdini Learning Materials » Houdini 16 Amarok Master class for UV-s UDIM-s and Texturing and shader building?
- ISUther
- 116 posts
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Hello,
Will there be such tutorials or anyone knows any good one?
I did found many tutorials but all where for Houdni 15 (as those are out of date) They use out dated nodes and methods.
And for new person in Houdini it is confusing especialy as i have Houdini 16
Here is one tutorial i found but that one is also on Houdini 15
https://vimeo.com/143618200 [vimeo.com]
Will there be such tutorials or anyone knows any good one?
I did found many tutorials but all where for Houdni 15 (as those are out of date) They use out dated nodes and methods.
And for new person in Houdini it is confusing especialy as i have Houdini 16
Here is one tutorial i found but that one is also on Houdini 15
https://vimeo.com/143618200 [vimeo.com]
Technical Discussion » Imported model should have UV-s / UDIM-s but "Space bar" + 5 shows like only one side of model has them? Bug or settings issue?
- ISUther
- 116 posts
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Hello,
I am strugeling with UDIM-s. I need to understand how they work.
Dagger is only a text model. I have textured more complex model using UDIM-s.
For dagger sure no need for UDIM-s but for my other model there is need for UDIM-s. So i decided to learn how to apply UDIM textures to model in houdini and build shader.
When i go to “Material palette” tab i have created there a Principle Shader
When i dive inside to that shader i have Principle shader node and i have created texture node.
Textures are plugged in to texture shader
And texture map name in houdini is changed to .%(UDIM)d.tif
UDIM Filename Expansion option is also selected.
By default it Houdini applied textures incorrectly so i had to use option on texture node.
option name that i used was UV Orientation
When i selected “Flip V” it corrected the issue and now seems in render view that textures are applied correctly.
But for me problem started when i wanted to use same texture maps again but now use it as displacement map and also as bump map
People sudjested to just select Principle shader node in vex builder level and go to displacement tab and plug in textures there BUTthat option does NOThave “Flip V” option and this means that texture map is applied incorrectly on to the model.
So i do not know how to apply same textures again but now as displacement and as a bump map.
I did try that i created in to same shader another texture node and tried to connect it to disp input but it did not work.
I am strugeling with UDIM-s. I need to understand how they work.
Dagger is only a text model. I have textured more complex model using UDIM-s.
For dagger sure no need for UDIM-s but for my other model there is need for UDIM-s. So i decided to learn how to apply UDIM textures to model in houdini and build shader.
When i go to “Material palette” tab i have created there a Principle Shader
When i dive inside to that shader i have Principle shader node and i have created texture node.
Textures are plugged in to texture shader
And texture map name in houdini is changed to .%(UDIM)d.tif
UDIM Filename Expansion option is also selected.
By default it Houdini applied textures incorrectly so i had to use option on texture node.
option name that i used was UV Orientation
When i selected “Flip V” it corrected the issue and now seems in render view that textures are applied correctly.
But for me problem started when i wanted to use same texture maps again but now use it as displacement map and also as bump map
People sudjested to just select Principle shader node in vex builder level and go to displacement tab and plug in textures there BUTthat option does NOThave “Flip V” option and this means that texture map is applied incorrectly on to the model.
So i do not know how to apply same textures again but now as displacement and as a bump map.
I did try that i created in to same shader another texture node and tried to connect it to disp input but it did not work.
Edited by ISUther - Sept. 30, 2017 09:47:28
Technical Discussion » Imported model should have UV-s / UDIM-s but "Space bar" + 5 shows like only one side of model has them? Bug or settings issue?
- ISUther
- 116 posts
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There is multiple options that may cause this.
1. issue is beatween monitor and a chair (i am beginner in 3D)
2. Settings issue in Houdini?
It should be multy tile UV-d OBJ model
1. issue is beatween monitor and a chair (i am beginner in 3D)
2. Settings issue in Houdini?
It should be multy tile UV-d OBJ model
Edited by ISUther - Sept. 29, 2017 20:57:38
Technical Discussion » How to load in UDIM texture displacement in Houdini?
- ISUther
- 116 posts
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Thank you.
I wi8ll take a look at this tomorrow morning. It is 01:00 midnight here atm and have to go work tomorrow.
I hope i can find also solution for flip uv-s
It was available for texture node but i did not see it for principle shader.
This is why i started messing around with texture node at first place.
As i did not find option to flip UV-s and that means textures applied to mesh are applied incorrectly
I wi8ll take a look at this tomorrow morning. It is 01:00 midnight here atm and have to go work tomorrow.
I hope i can find also solution for flip uv-s
It was available for texture node but i did not see it for principle shader.
This is why i started messing around with texture node at first place.
As i did not find option to flip UV-s and that means textures applied to mesh are applied incorrectly
Technical Discussion » How to load in UDIM texture displacement in Houdini?
- ISUther
- 116 posts
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Id i delete the Texture node and i will select principle node (inside “Principle Shader” material)
I see options for textures BUT i do not see option for UDIM.
I have UDIM textures (that means mutly tile textures)
Adding it this way i get incorrect result and i see no option for UDIM
I see options for textures BUT i do not see option for UDIM.
I have UDIM textures (that means mutly tile textures)
Adding it this way i get incorrect result and i see no option for UDIM
Technical Discussion » How to load in UDIM texture displacement in Houdini?
- ISUther
- 116 posts
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Hello,
I have:
1 - Created model in Zbrush
2 - Textured model in Mari
3 - Exported Textures as flat
4 - Loaded in model in Houdini 16 Amarok
5 - Applied UDIM textures
Question:
How to use same texture map(s) / again but now instead color i want to use them as bump or displacement map.
How to do it?
In Houdi things looks like this:
Scene level has
* 2 cameras nodes
* 2 area lights nodes
* My 3D model node
When i click on “Material Palette” i have added “Principle Shader” material
When i dive inside to that shader i have node that comes with that shader named as “principledshader1” (This is default that comes when you create “Principle Shader” material)
I have created extra node there named as “texture1”
Inside “principledshader1” When i select “texture1” node i get options and selections that are specific to that node.
There i have loaded in my UDIM textures
CUsers/Tann/Pictures/Props/Wapons/Fel dager textures/diffuse.%(UDIM)d.tif
and UDIM box is selected / tick-ed.
This same material is drag droped on to my model (in “Scene view”)
But i do not know how to load in same textures again (note they are UDIM-s)
and how to apply same texture maps again but as displacement OR bump map.
Can you please provide me an example or help me some how?
Best regards
Tanel.V
Below i have added some extra pictures and also video(s).
I have:
1 - Created model in Zbrush
2 - Textured model in Mari
3 - Exported Textures as flat
4 - Loaded in model in Houdini 16 Amarok
5 - Applied UDIM textures
Question:
How to use same texture map(s) / again but now instead color i want to use them as bump or displacement map.
How to do it?
In Houdi things looks like this:
Scene level has
* 2 cameras nodes
* 2 area lights nodes
* My 3D model node
When i click on “Material Palette” i have added “Principle Shader” material
When i dive inside to that shader i have node that comes with that shader named as “principledshader1” (This is default that comes when you create “Principle Shader” material)
I have created extra node there named as “texture1”
Inside “principledshader1” When i select “texture1” node i get options and selections that are specific to that node.
There i have loaded in my UDIM textures
CUsers/Tann/Pictures/Props/Wapons/Fel dager textures/diffuse.%(UDIM)d.tif
and UDIM box is selected / tick-ed.
This same material is drag droped on to my model (in “Scene view”)
But i do not know how to load in same textures again (note they are UDIM-s)
and how to apply same texture maps again but as displacement OR bump map.
Can you please provide me an example or help me some how?
Best regards
Tanel.V
Below i have added some extra pictures and also video(s).
Technical Discussion » Can you can you recommend some good Houdini 16 Amarok UDIM tutoprials?
- ISUther
- 116 posts
- Offline
Here is one short additional question video.
Where i try to show and explain what i need to understand.
Thank you again for your time.
And i see no option to flip UV-s
Where i try to show and explain what i need to understand.
Thank you again for your time.
And i see no option to flip UV-s
Edited by ISUther - Sept. 27, 2017 16:47:55
Technical Discussion » Can you can you recommend some good Houdini 16 Amarok UDIM tutoprials?
- ISUther
- 116 posts
- Offline
Got it working had some issues but found out a fix.
1 issue i had was that i did not know exactly how to load in the textures.
As selecting Principle shader node or textue node.
Also did not know load them in as sequence or single file.
But managed to figure that one out.
Also had to flip UV-s as by default it was not correct.
But managed to fix those.
Now trying to understand how to use use same texture file separate and create displacement or bump based on the textures.
And also how to add glow effect to specific area.
In my model textures there are green parts i want to make those to glow a bit.
Should i export out texture maps that only have those areas painted so i can add glow effect in Houdini separately to those parts whithout affecting other part of textures.
Here is also “short” video where i try to explain as faast as possible in my poor english.
Currently trying to figure out how to use same texture maps and create displcement from textures.
1 issue i had was that i did not know exactly how to load in the textures.
As selecting Principle shader node or textue node.
Also did not know load them in as sequence or single file.
But managed to figure that one out.
Also had to flip UV-s as by default it was not correct.
But managed to fix those.
Now trying to understand how to use use same texture file separate and create displacement or bump based on the textures.
And also how to add glow effect to specific area.
In my model textures there are green parts i want to make those to glow a bit.
Should i export out texture maps that only have those areas painted so i can add glow effect in Houdini separately to those parts whithout affecting other part of textures.
Here is also “short” video where i try to explain as faast as possible in my poor english.
Currently trying to figure out how to use same texture maps and create displcement from textures.
Edited by ISUther - Sept. 26, 2017 15:43:03
Technical Discussion » Can you can you recommend some good Houdini 16 Amarok UDIM tutoprials?
- ISUther
- 116 posts
- Offline
Thank you so much.
This helps a lot. I am more visual learner. Now i get it.
I also started with this tutorial
https://www.sidefx.com/tutorials/houdini-vops/ [www.sidefx.com]
He spoke there also this text:
When you drag and drop material on to object in render view material will be assignd to object level
As i understand Geometry level is the level where i see all my Object nodes. (Example: start up houdini >> import a obj file. You will get that object node. That same level is Geometry level).
And when i dive inside that node that is then object level
Correct me if im wrong.
Thank you so much for the help you have provided.
This helps a lot. I am more visual learner. Now i get it.
I also started with this tutorial
https://www.sidefx.com/tutorials/houdini-vops/ [www.sidefx.com]
He spoke there also this text:
When you drag and drop material on to object in render view material will be assignd to object level
As i understand Geometry level is the level where i see all my Object nodes. (Example: start up houdini >> import a obj file. You will get that object node. That same level is Geometry level).
And when i dive inside that node that is then object level
Correct me if im wrong.
Thank you so much for the help you have provided.
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