Something nagging at the back of my head about a new feature in H11 that might help with this, but it's not taking. Anyway, take a look at Deep Camera Maps in the help, this will definitely accomplish what you want, although it tends to be somewhat of an elephant gun. You might want to scan through the new features in 11 first just to eliminate whatever I'm remembering…
Cheers,
J.C.
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Technical Discussion » Volume Shadow Matte / Phantom?
- JColdrick
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Houdini Lounge » Occlusion Material removed?
- JColdrick
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Actually I'm pretty sure the Occlusion shader that was in the gallery didn't work with the new lighting setup anyway, it error'ed out. I think it's a moving forward sort of thing, leave behind as much of the old ways as possible. Personally, it doesn't bother me, but I see your point.
Cheers,
J.C.
Cheers,
J.C.
Technical Discussion » Volume Shadow Matte / Phantom?
- JColdrick
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I might be mistaken but I think you can assign the standard matte setting to the volume and it behaves properly i.e. still uses the shader to determine where there's smoke and where there isn't, then mattes it. Under Render/Shading/Matte Shading on the Volume object.
Cheers,
J.C.
Cheers,
J.C.
Houdini Indie and Apprentice » Preview shader on geometry in the viewer H11 vs 10
- JColdrick
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I just dragged a checkerboard shader onto an object and after adding UVs the pattern shows up.
Be sure you're using a recent build, lot's of little niggly things are being fixed since release. I'm running 11.0.471.
Cheers,
J.C.
Be sure you're using a recent build, lot's of little niggly things are being fixed since release. I'm running 11.0.471.
Cheers,
J.C.
Houdini Indie and Apprentice » Preview shader on geometry in the viewer H11 vs 10
- JColdrick
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Houdini Indie and Apprentice » Shader view not working after upgrade to H11.
- JColdrick
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The cool thing is that IPR isn't really intended to be a shader ball replacement - it's giving you feedback with more relevant data typically in a lighting environment closer to what the final will be like i.e. invaluable. Of course, sometimes it's handy to have a standard sphere/torus/teapot when doing very preliminary setup, I often have a Sphere SOP or obj in a hip for just that reason. It's not *quite* as fast as the shader ball, but it's not much slower and obviously far more useful for catching things like how shadows/highlights will fall, etc.
Cheers,
J.C.
Cheers,
J.C.
Technical Discussion » H11 material shader builder, how to access shaders inside?
- JColdrick
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I'm not exactly sure what you mean by ‘accessing’ the different contexts, but if you check the docs on Working with VOPs [sidefx.com] it mentions:
A material network contains an “output” node for each shading context (for example, surface_output, displacement_output, light_output, fog_output). Whatever goes into these nodes defines the output of the shader.
…
The output nodes feed into a final “collect” node. You can create multiple output nodes and Switch between them prior to the collect node if necessary.
Does that help with what you want to do?
Cheers,
J.C.
A material network contains an “output” node for each shading context (for example, surface_output, displacement_output, light_output, fog_output). Whatever goes into these nodes defines the output of the shader.
…
The output nodes feed into a final “collect” node. You can create multiple output nodes and Switch between them prior to the collect node if necessary.
Does that help with what you want to do?
Cheers,
J.C.
Houdini Indie and Apprentice » Too many Lights
- JColdrick
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Well, of course I can't tell exactly what you're trying to achieve with all those lights, but one new option in H11 is Active Radius, under attenuation on the light. You can set this to as little as possible and nothing outside of that range receives illumination. This helps a lot with tons of ornamentation lights.
Cheers,
J.C.
Cheers,
J.C.
Houdini Indie and Apprentice » Shader view not working after upgrade to H11.
- JColdrick
- 4140 posts
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Nope, not just you. As mentioned by Jason earlier, the shader view obviously hasn't had much attention and there's been major changes to shading. Try using IPR, it's far, far more revealing than the shader ball.
Cheers,
J.C.
Cheers,
J.C.
Technical Discussion » Geometry lights with material - example?
- JColdrick
- 4140 posts
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The reason cited was speed/optimization. I too share your sadness, this has been a real stickler for me. The process of exposing is simply too repetitive and time consuming. Custom versions are big decisions, not to be made lightly in a shared environment.
Cheers,
J.C.
Cheers,
J.C.
Houdini Lounge » OS X H11 Compiling Errors
- JColdrick
- 4140 posts
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Tuesday, August 3, 2010
Houdini 11.0.462: Fixing problems related to determining the Python version when using the system's installation of Python.
If you haven't already, might be worth trying that version or later to see if it addressed it.
Cheers,
J.C.
Houdini 11.0.462: Fixing problems related to determining the Python version when using the system's installation of Python.
If you haven't already, might be worth trying that version or later to see if it addressed it.
Cheers,
J.C.
Houdini Lounge » OS X H11 Compiling Errors
- JColdrick
- 4140 posts
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Hmm, during beta testing, close to release, there was a problem with the help not working on some systems, it turned out those that had manually installed libxml couldn't get the help working. That was addressed, but I believe it was related to pushing the user to use the python release from the Houdini distribution. I wonder if this is related?
Cheers,
J.C.
Cheers,
J.C.
Houdini Lounge » Access to changelog limited to ALPHA - why?
- JColdrick
- 4140 posts
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There's always a little hiccup when build states tweak between alpha/beta/release. I'm sure they're on it.
Cheers,
J.C.
Cheers,
J.C.
Houdini Lounge » Alembic
- JColdrick
- 4140 posts
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For those that haven't heard:
http://www.alembic.io/ [alembic.io]
a new 3D data transfer format released by Sony and ILM as open source. I'll be curious where this goes, I suspect it's more tailored to the large shops than the smaller, but like with OpenEXR I suspect we'll all benefit.
This link [earthtimes.org] also shows SESI is fully behind the initiative(see the provider quotes lower down) and while I wasn't there, rumour has it at the Siggraph SESI user group meeting the Alembic logo came up on a slide, so looks like we'll be sitting pretty.
Cheers,
J.C.
http://www.alembic.io/ [alembic.io]
a new 3D data transfer format released by Sony and ILM as open source. I'll be curious where this goes, I suspect it's more tailored to the large shops than the smaller, but like with OpenEXR I suspect we'll all benefit.
This link [earthtimes.org] also shows SESI is fully behind the initiative(see the provider quotes lower down) and while I wasn't there, rumour has it at the Siggraph SESI user group meeting the Alembic logo came up on a slide, so looks like we'll be sitting pretty.
Cheers,
J.C.
Houdini Lounge » Non-flash version houdini website for iPad and iPhone users
- JColdrick
- 4140 posts
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Technical Discussion » Pz extra image plane & matte objects
- JColdrick
- 4140 posts
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Applying ‘matte’ to an object really is just assigning a shader to it, nothing more. That doesn't remove it from dataset that's being rendered or having it's Pz calculated…
Cheers,
J.C.
Cheers,
J.C.
Houdini Lounge » (to Webmaster) Links to Posts
- JColdrick
- 4140 posts
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Houdini Lounge » (to Webmaster) Links to Posts
- JColdrick
- 4140 posts
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I see what Jason's asking for, though, I don't think that's it. In multi-paged topics sometimes you want to refer to a specific post, not the whole topic. I was under the impression that phpbb doesn't have a syntax for an individual post.
J.C.
J.C.
Houdini Lounge » any way of recovering
- JColdrick
- 4140 posts
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Houdini Lounge » one year ago after houdini 10 ))
- JColdrick
- 4140 posts
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