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Technical Discussion » local -> global space
- Siavash Tehrani
- 710 posts
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Exactly what Simon and cpb said. Orientation picking is tedious and time consuming, and world coord scaling is no good. But you know what, the poly tools are constantly improoving, look at PolyBevel in 6 and then in 7, it's vastly better now. So I have faith that these issues will be adressed…..with enough nagging of course.
Technical Discussion » Photometric Light Shading in Mantra?
- Siavash Tehrani
- 710 posts
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Not really, Lightscape is long dead unfortunately (last version was 3.2). I don't think they ripped the tech out of ls and stuffed it into VIZ. From the renders I've seen, what passes for radiosity in 3D Studo VIZ (and max now?) was not really close to the results you could get with lightscape.
Houdini Lounge » Solaris port gone - or is it?
- Siavash Tehrani
- 710 posts
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Hehe, monsoon season here is more than adventurous enough for me. And dammit it cuts into my Houdini time, since I have to turn of the computer.
But no, I don't know Eric Baker. I'll send you an e-mail.
But no, I don't know Eric Baker. I'll send you an e-mail.
Houdini Lounge » Solaris port gone - or is it?
- Siavash Tehrani
- 710 posts
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Haha, no way would it beat my 250mhz Octane.
btw xionmark, I'm living in Tucson right now, the weather here is crazy. Never seen so much lightning in my life. :shock:
btw xionmark, I'm living in Tucson right now, the weather here is crazy. Never seen so much lightning in my life. :shock:
Houdini Lounge » Solaris port gone - or is it?
- Siavash Tehrani
- 710 posts
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Technical Discussion » subd surface rendering with vertex smoothing
- Siavash Tehrani
- 710 posts
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Mmm, no, I don't think that's it edward. If you apply a Subdivide SOP to a model you'll notice it has that ‘Smooth Vertex Attributes’ checkbox. Basically it prevents textures from bunching up and being distorted in areas where your topology is not perfectly mesh like (5-sided polys, few too many edges coming together at one point, etc). Like so…
The problem is that you can't have vertex smoothing when rendering as subdivision surfaces. You can feed a manually subdivided version of the model into a Smooth SOP, and then render that as SubDs, but that kinda defeats the purpose, especially since you need a few iterations to get accurate results.
The problem is that you can't have vertex smoothing when rendering as subdivision surfaces. You can feed a manually subdivided version of the model into a Smooth SOP, and then render that as SubDs, but that kinda defeats the purpose, especially since you need a few iterations to get accurate results.
Technical Discussion » subd surface rendering with vertex smoothing
- Siavash Tehrani
- 710 posts
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Technical Discussion » Z-depth output as a greyscale image?
- Siavash Tehrani
- 710 posts
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yeah, you should be able to specify the bit-depth in COPs, right in the file COP I think.
Houdini Lounge » VOPs shaderball request
- Siavash Tehrani
- 710 posts
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Cool I didn't know that. I was just getting tired of wiring and unwiring inputs/outputs all the time.
Houdini Lounge » VOPs shaderball request
- Siavash Tehrani
- 710 posts
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Hello SESI, would it be possible to include one more subdivision iteration for the shaderball? Sometimes the highest resolution setting doesn't provide quite enough detail when you're making displace shaders. Also how come there isn't a way to bypass VOP nodes?
Technical Discussion » GI light black with sphere sky in scene | random numbers
- Siavash Tehrani
- 710 posts
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Technical Discussion » Subdivide rpoblem
- Siavash Tehrani
- 710 posts
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Nickel, if it helps Houdini also has the Utah teapot, although it's tucked away under the Platonic Solids SOP and is not made of polygons. Other than that it's the same good old teapot.
Houdini Lounge » Tutorial Videos
- Siavash Tehrani
- 710 posts
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Hmm, I think they're from an older release, like 5.5. But they shouldn't crash if you open them in 6.1. Weird.
Technical Discussion » Displacement Texture Assignment Problem
- Siavash Tehrani
- 710 posts
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I'm not sure what's going on with your scene, but for pictures you could use photobucket.com. Takes only a second to sign up and it's a good, free service.
Houdini Lounge » Tutorial Videos
- Siavash Tehrani
- 710 posts
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I'm not sure where the files are supposed to be, but here…
http://www.geocities.com/stehrani3d/3dfiles/catherinewheelstarter.zip [geocities.com]
http://www.geocities.com/stehrani3d/3dfiles/image3dstarter.zip [geocities.com]
Right Click > Save Target As…
http://www.geocities.com/stehrani3d/3dfiles/catherinewheelstarter.zip [geocities.com]
http://www.geocities.com/stehrani3d/3dfiles/image3dstarter.zip [geocities.com]
Right Click > Save Target As…
Houdini Lounge » need idea for tree texture/shader!!!!
- Siavash Tehrani
- 710 posts
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Houdini Lounge » need idea for tree texture/shader!!!!
- Siavash Tehrani
- 710 posts
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Ok, this render finished just a few hours ago. It's not your average tree, but I think maybe something like the texture on the trunk is what your after (minus the spikes of course)? Maybe not, depends on the tree I guess. Anyways, it's basically a UV Noise VOP plugged into a Cellular Noise VOP. Let me know if you want a more detailed explanation.
Technical Discussion » transparency fade off for overlapping multi-layer shaders
- Siavash Tehrani
- 710 posts
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Alright, I figured it out. My UV operations were set to vertices instead of points, which I guess is not good when you're dealing with SubD surfaces. Unfortunately I was using UVPelt, which as it turns out, actually splits the geometry along your selection when you set it to points unlike, say, the UVProject SOP. So then tried AttributePromote, but my UVEdits are still a little messed up along the borders because they were expecting verts instead of points, now they need to be redone. Those damn UVPelts were a lot of work. :x
Oh well, at least I know what I need to do now. Thanks again for your help deecue!
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edit: ok, I doubt anyone cares but there is a better way. I just changed the AttributeCreate SOPs from points to vertecies. I do have to redo the Paint SOPs, but that's minor compared to having to redo the UVPelts (which is damn near impossible if you're trying to make them work with points). Disaster averted.
Oh well, at least I know what I need to do now. Thanks again for your help deecue!
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edit: ok, I doubt anyone cares but there is a better way. I just changed the AttributeCreate SOPs from points to vertecies. I do have to redo the Paint SOPs, but that's minor compared to having to redo the UVPelts (which is damn near impossible if you're trying to make them work with points). Disaster averted.
Technical Discussion » transparency fade off for overlapping multi-layer shaders
- Siavash Tehrani
- 710 posts
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Thanks for putting up your file deecue.
This is weird. When I remove the Lighting Model VOP from my shader it works (though it's not much use without it), otherwise mantra dies after rendering the first bucket. But your scene works regardless of wether it has it or not. The only real difference I can see is that you used infra-red to paint the mask instead of grey-scale.
I'll play around some more, maybe I can find the cause.
This is weird. When I remove the Lighting Model VOP from my shader it works (though it's not much use without it), otherwise mantra dies after rendering the first bucket. But your scene works regardless of wether it has it or not. The only real difference I can see is that you used infra-red to paint the mask instead of grey-scale.
I'll play around some more, maybe I can find the cause.
Technical Discussion » transparency fade off for overlapping multi-layer shaders
- Siavash Tehrani
- 710 posts
- Offline
deecue
nah, these are tests i made in houdini with the methods spoken about in this thread (fading layers of textures right on the model using vops, custom attributes, paint sop).. all work fine with poly's as subd's…
Really? I've tried it a few times with new scenes created from scratch and no luck so far. :?
And the Subdivide SOP still needs to be calculated everytime you render, which kind of gets to be a pain in the ass when you're tweaking shaders and test-rendering a lot.
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