Hi Koen, thanks for the reply.
What I would like to do is create indeed a shader that adds the odds and the evens. But I have no idea how to solve this in vex. ops:
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Technical Discussion » Creating a fog shader in Vex
- kgoossens
- 289 posts
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Technical Discussion » Translucent VEX node?
- kgoossens
- 289 posts
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Yes, I couldn't find it either. I hoped to use it for a geometry fog shader. Does anybody know how to access it?
Technical Discussion » Creating a fog shader in Vex
- kgoossens
- 289 posts
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Color accumulation over depth explains probably better what I would like to achieve. Peter Claes has done something similar to create his jam character.
www.peterclaes.be [peterclaes.be]. Could anyone plz help me out.
Cheers
www.peterclaes.be [peterclaes.be]. Could anyone plz help me out.
Cheers
Technical Discussion » Creating a fog shader in Vex
- kgoossens
- 289 posts
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Hi Everybody,
I'd really love to create a fog shader. Like you could do in Imagine on the Commodore Amiga . It would measure the length a ray had traveled when intersecting the surfaces of a shape. Depending on the order of front face back face you could determine whether a ray is inside or outside the object. The total length of the rays that penetrate the surface would then be used to determine the density.
So my question is. Is it possible to do an iterative process on a ray so that you can process each intersection of the surface the ray has traveled through. and bring those results together in one color? I have no clue on how I can resolve this in Houdini.
Cheers!!
I'd really love to create a fog shader. Like you could do in Imagine on the Commodore Amiga . It would measure the length a ray had traveled when intersecting the surfaces of a shape. Depending on the order of front face back face you could determine whether a ray is inside or outside the object. The total length of the rays that penetrate the surface would then be used to determine the density.
So my question is. Is it possible to do an iterative process on a ray so that you can process each intersection of the surface the ray has traveled through. and bring those results together in one color? I have no clue on how I can resolve this in Houdini.
Cheers!!
Technical Discussion » sweep & hdk
- kgoossens
- 289 posts
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I'm not sure whether it answers your question but if you use $PT you can set the size per point.
Technical Discussion » Multiple Materials on a POP network
- kgoossens
- 289 posts
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Okay it works now, I didn't know I had to declare the variable also in the mantra sprite procedural.
Technical Discussion » Multiple Materials on a POP network
- kgoossens
- 289 posts
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Hello
I would like to apply different shaders on different parts of a particle effect. But If I create a material it only renders out properly if it is applied on the GEO level. It does not work properly on the spritePOP node itself.
How can I solve this properly?
I was thinking of creating an integer particle attribute so I can control switch vop. But I cannot figure out how to read the attribute for each particle in a shader VOP.
Any help would be greatly appreciated.
I would like to apply different shaders on different parts of a particle effect. But If I create a material it only renders out properly if it is applied on the GEO level. It does not work properly on the spritePOP node itself.
How can I solve this properly?
I was thinking of creating an integer particle attribute so I can control switch vop. But I cannot figure out how to read the attribute for each particle in a shader VOP.
Any help would be greatly appreciated.
Technical Discussion » changing UV on a nurbs surface
- kgoossens
- 289 posts
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Technical Discussion » changing UV on a nurbs surface
- kgoossens
- 289 posts
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Hi everybody,
I would like to change the order of the UV's on a nurbs surface. The reason is that I want to use a joint sop to connect several surfaces together and use that surface as input for a creep sop.
So what I want to be able to do is to change UV to VU and to be able to inverse the UV's 0 to1 becomes 1 to 0
Cheers
I would like to change the order of the UV's on a nurbs surface. The reason is that I want to use a joint sop to connect several surfaces together and use that surface as input for a creep sop.
So what I want to be able to do is to change UV to VU and to be able to inverse the UV's 0 to1 becomes 1 to 0
Cheers
Houdini Lounge » crash with tips
- kgoossens
- 289 posts
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Technical Discussion » BUG: expression crashes
- kgoossens
- 289 posts
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When typing in an expression houdini shows a tooltip
houdini 9.5.341
Windows XP
for example point(“../add1”,"
and you press enter while the cursor is over the tooltip, not the autocomplete, houdini crashes.
houdini 9.5.341
Windows XP
for example point(“../add1”,"
and you press enter while the cursor is over the tooltip, not the autocomplete, houdini crashes.
Houdini Lounge » crash with tips
- kgoossens
- 289 posts
- Offline
I have the same problem
When typing in an incomplete expression houdini shows a tooltip
for example point(“../add1”,
and you press enter while the cursor is over the tooltip, houdini crashes.
When typing in an incomplete expression houdini shows a tooltip
for example point(“../add1”,
and you press enter while the cursor is over the tooltip, houdini crashes.
Technical Discussion » How to make transformation manipulation viewspace by default
- kgoossens
- 289 posts
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Hi everybody,
I was wondering how to make a transformation controller to work in viewspace the way it does in 3dsMax or Maya?
I found a sort of a solution using the preferences/handles/ Default handle allignment View
But the centre of the handle (the purple dot) still moves in the XZ plane.
Only if you switch off the grid it moves properly in the viewspace.
At this moment I have to Ctrl-Click the Z axis of I want it to move in the viewspace together having the grid available.
I hope there is a way to do this automatically?
Cheers
I was wondering how to make a transformation controller to work in viewspace the way it does in 3dsMax or Maya?
I found a sort of a solution using the preferences/handles/ Default handle allignment View
But the centre of the handle (the purple dot) still moves in the XZ plane.
Only if you switch off the grid it moves properly in the viewspace.
At this moment I have to Ctrl-Click the Z axis of I want it to move in the viewspace together having the grid available.
I hope there is a way to do this automatically?
Cheers
Technical Discussion » 8800 GTX slower than a Geforce 6600???
- kgoossens
- 289 posts
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Hi J.C.
It is in like really really slow.
I'm using windows XP
how can I check wether it runs OGL in software?
On the 8800 the attached example updates about 3/fps, while on my 6600 the same object runs a smooth 25/fps.
when my 8800 renders only wireframe it runs very smoothly though.
here i did a rendering in the maya viewport a sphere with 2.000.000 vertices. This easily renders a 15 fps, compared to a slow 3 fps for a 29.500 vertex counting lsystem.
So if there are settings to change or any idea's how to solve this it would be greatly appreciated.
It is in like really really slow.
I'm using windows XP
how can I check wether it runs OGL in software?
On the 8800 the attached example updates about 3/fps, while on my 6600 the same object runs a smooth 25/fps.
when my 8800 renders only wireframe it runs very smoothly though.
here i did a rendering in the maya viewport a sphere with 2.000.000 vertices. This easily renders a 15 fps, compared to a slow 3 fps for a 29.500 vertex counting lsystem.
So if there are settings to change or any idea's how to solve this it would be greatly appreciated.
Technical Discussion » 8800 GTX slower than a Geforce 6600???
- kgoossens
- 289 posts
- Offline
Hi Everybody,
I recently bought myself a 8800 GTX graphics card. But strangely enough, it runs much slower then my Geforce 6600 when it is drawing points and/or point nrs in the viewport.
On other operations such as wireframe drawing and polyrendering, the 8800 is indeed much faster then the 6600. This is also what you expect.
I've looked into the houdini forum for solutions and found here http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=7071&highlight=8800+nvidea [sidefx.com]
a possible solution.
I was able to turn the nvidea 8800 GTX into a quadro 4600 fx. But the results are exactly the same. Point and nr drawing is much slower on my new card.
Has anybody got idea's how to solve this issue?
Cheers.
I recently bought myself a 8800 GTX graphics card. But strangely enough, it runs much slower then my Geforce 6600 when it is drawing points and/or point nrs in the viewport.
On other operations such as wireframe drawing and polyrendering, the 8800 is indeed much faster then the 6600. This is also what you expect.
I've looked into the houdini forum for solutions and found here http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=7071&highlight=8800+nvidea [sidefx.com]
a possible solution.
I was able to turn the nvidea 8800 GTX into a quadro 4600 fx. But the results are exactly the same. Point and nr drawing is much slower on my new card.
Has anybody got idea's how to solve this issue?
Cheers.
Edited by - May 31, 2007 11:36:13
Technical Discussion » Online "Sidefx trainning" please.....Santa monica
- kgoossens
- 289 posts
- Offline
Technical Discussion » uv pelt question
- kgoossens
- 289 posts
- Offline
Simon
Have you tried adding a polygon into the eyes so that they are closed and have no open edges? Just use a divide sop with remove shared edges turned on to extract the openings then reverse the prim normals with a reverse sop and merge the eye polys back in with the orginal mesh, and fuse it all. Then do the pelt. You can always delete them again afterwards to finish off.
I'm just guessing here, I haven't tried it….. but it might do the trick.
Technical Discussion » uv pelt Question
- kgoossens
- 289 posts
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in the pelt sop there is a parameter called hint primitive:
you can select a poly number that is in the part you want to pelt.
so if you want to UV pelt more parts you have to copy the pelt sop and select other hint primitives.
you can select a poly number that is in the part you want to pelt.
so if you want to UV pelt more parts you have to copy the pelt sop and select other hint primitives.
Houdini Lounge » Happy Newyear Everybody!!!
- kgoossens
- 289 posts
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Technical Discussion » WireCapture:possible to have per point control of wires?
- kgoossens
- 289 posts
- Offline
Hi everybody,
Is it possible to have control, with expressions, over the wirecapture parameters?
For example:
For each point in the controlwire you make U range a bit bigger.
perhaps with an expression like this.
point(“../resample1”,$PT,“P”,1)
Like this it would be possible to have bigger and smaller controlling regions along one single curve giving much better control for rigging and deforming.
Is it possible to have control, with expressions, over the wirecapture parameters?
For example:
For each point in the controlwire you make U range a bit bigger.
perhaps with an expression like this.
point(“../resample1”,$PT,“P”,1)
Like this it would be possible to have bigger and smaller controlling regions along one single curve giving much better control for rigging and deforming.
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