hi all,
i'm trying to understand how serg managed to get surface curvature from an object according to the info he referenced here
(http://www.tomcowland.com/mentalray/tc_curvature/index.html [tomcowland.com])
i have downloaded sergs shader and been trying to figure it out, but could anyone simplify this shader for me or explain how to actually get the curvature this way?
out of all the methods on this post, sergs seems the best because it works on low poly models.
oh and btw, the simplest solution is to just grab displacement values from the displacemnt shader (assuming you're using a map from zbrush) and bring those into the surface shader…
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Houdini Lounge » zbrush cavity shader in houdini?
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- artzor
- 47 posts
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Houdini Lounge » saturation shader
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- artzor
- 47 posts
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thanks anamous
your approach is interesting. i ended up just using the mix node after all as it gives you more control. thanks
your approach is interesting. i ended up just using the mix node after all as it gives you more control. thanks
![](/static/djangobb_forum/img/smilies/smile.png)
Houdini Lounge » saturation shader
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- artzor
- 47 posts
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hi all
i want to build a shader around general color theory that when colors darken they tend to get more saturated and/or change hue. usually based on color temperature, ie an orange ball wont just fade to black but will reach red first.
so far i have a mix node, mixing two colors using a lambert as the bias.
my question is can i somehow pull unshadowed lambert data? i know there are compositing workarounds, or i could use takes but i want to try keep it all in the shader.
and then the next logical question is how would i mix three colors?
thanks
i want to build a shader around general color theory that when colors darken they tend to get more saturated and/or change hue. usually based on color temperature, ie an orange ball wont just fade to black but will reach red first.
so far i have a mix node, mixing two colors using a lambert as the bias.
my question is can i somehow pull unshadowed lambert data? i know there are compositing workarounds, or i could use takes but i want to try keep it all in the shader.
and then the next logical question is how would i mix three colors?
thanks
![](/static/djangobb_forum/img/smilies/smile.png)
Houdini Lounge » object id output?
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- artzor
- 47 posts
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hi all,
having trouble comping object id's in nuke. i get the object id pass to render correctly in a multi-layer exr. load it up in nuke, all fine. but when trying to actually use the id layer i cannot seperate it into seperate objects.
i can see the luminance ranges are stored correctly but when i try to seperate them i get groups of objects not individual objects.
there is a thread with a similair problem, which they solve by using a gizmo that is no longer available for download
http://www.vfxtalk.com/forum/nuke-object-id-exr-t11509.html [vfxtalk.com]
would really appreciate help as this would save a lot of time in the pipeline. right now we're having to do a work around and not actually use the object id feature at all![](/static/djangobb_forum/img/smilies/sad.png)
thanks in advance
having trouble comping object id's in nuke. i get the object id pass to render correctly in a multi-layer exr. load it up in nuke, all fine. but when trying to actually use the id layer i cannot seperate it into seperate objects.
i can see the luminance ranges are stored correctly but when i try to seperate them i get groups of objects not individual objects.
there is a thread with a similair problem, which they solve by using a gizmo that is no longer available for download
http://www.vfxtalk.com/forum/nuke-object-id-exr-t11509.html [vfxtalk.com]
would really appreciate help as this would save a lot of time in the pipeline. right now we're having to do a work around and not actually use the object id feature at all
![](/static/djangobb_forum/img/smilies/sad.png)
thanks in advance
![](/static/djangobb_forum/img/smilies/smile.png)
Houdini Lounge » area lights
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- artzor
- 47 posts
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thanks mark, much appreciated ![](/static/djangobb_forum/img/smilies/smile.png)
is there perhaps a node for creating visibility options such as visible in render / reflections / refractions?
![](/static/djangobb_forum/img/smilies/smile.png)
is there perhaps a node for creating visibility options such as visible in render / reflections / refractions?
Houdini Lounge » area lights
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- artzor
- 47 posts
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hi all,
i'm new to houdini and have some questions about the houdini area light
1. why do area lights cast light in all directions and not just the way they're facing?
2. is there a way to fix this without using blocking geometry (such as a plane set to render as phantom)?
i'm new to houdini and have some questions about the houdini area light
1. why do area lights cast light in all directions and not just the way they're facing?
2. is there a way to fix this without using blocking geometry (such as a plane set to render as phantom)?
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