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Houdini Lounge » backing vertex color to texture?
- Siavash Tehrani
- 710 posts
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Correct. I tried the Bake Vex SOP on 6.1.149 Irix and the results were screwy. Haven't tried it on any newer versions or Windows yet.
Technical Discussion » Visualising deep raster surface depth
- Siavash Tehrani
- 710 posts
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Technical Discussion » Handle problem and Windows render problem
- Siavash Tehrani
- 710 posts
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Hey glauca, not sure what's up with the scaling, I noticed that too. Kinda makes non-uniform scaling useless unless your selection is lined up with the world axis. Anyone know if there's a way to change this? I also remember having the render in background problem on windows, but I'm using irix at the moment and it works fine on there, so I'm not sure what the status on that is.
Houdini Lounge » Learning VOP shader writing
- Siavash Tehrani
- 710 posts
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Hey phoenix, try here http://sidefx.vislab.usyd.edu.au/houdini_video/by_topic/rendering/index.html [sidefx.vislab.usyd.edu.au]
The Vex Builder tutorials towards the bottom are the ones you want.
The Vex Builder tutorials towards the bottom are the ones you want.
Technical Discussion » lines appearing in rendered image (I3D)
- Siavash Tehrani
- 710 posts
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Technical Discussion » lines appearing in rendered image (I3D)
- Siavash Tehrani
- 710 posts
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Like this
1) Create a new Geo Object
2) Lay down an Iso Surface Sop
3) In the parameters change it to 3D texture and load your .i3d file
4) Turn up the divisions, the default is 10^3, change it to something like 200^3 to see the lines. Turning off Specular Highlights in you display options helps too.
I think the solutions mentioned, like lowering Oversampling or using different Filters are probably just quick fixes/cover ups. I think we'll keep running into this until the issue is addressed.
1) Create a new Geo Object
2) Lay down an Iso Surface Sop
3) In the parameters change it to 3D texture and load your .i3d file
4) Turn up the divisions, the default is 10^3, change it to something like 200^3 to see the lines. Turning off Specular Highlights in you display options helps too.
I think the solutions mentioned, like lowering Oversampling or using different Filters are probably just quick fixes/cover ups. I think we'll keep running into this until the issue is addressed.
Technical Discussion » lines appearing in rendered image (I3D)
- Siavash Tehrani
- 710 posts
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Thanks deecue, but this i3d was generated with Oversampling set to 1 (I also read that post on the list).
Technical Discussion » lines appearing in rendered image (I3D)
- Siavash Tehrani
- 710 posts
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*bump*
When you visualize the .i3d files with an iso surface you can actually see the lines. You probably need to turn up the divisions, I'm using 300^3.
When you visualize the .i3d files with an iso surface you can actually see the lines. You probably need to turn up the divisions, I'm using 300^3.
Technical Discussion » Houdini 6.1.208 in Windows 2000?
- Siavash Tehrani
- 710 posts
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Maybe it's related to SP6. For example I heard that 3ds max files became corrupted when they were run on win2k with sp6 installed. If you have the hd space you could make another partition and install another win2k without any service packs and try running that. If that doesn't work, try running really old Detonator drivers. For the longest time I was using 12.90 on my GF2 and it worked very well.
Just throwing some ideas out there. :?
Just throwing some ideas out there. :?
Technical Discussion » lines appearing in rendered image (I3D)
- Siavash Tehrani
- 710 posts
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Hmm, I started messing with i3d last night, and I think I ran into the same issue. Is this what you're getting? (I can't see the pics on your web page)
This image was rendered with Adaptive Step on, and a Step Size of 0.005 (the default is 0.05) and Max Steps set to 2000 (the default is 1000). From this angle it just looks like a single line going through the the middle, but from a different angle you can see it actually looks cross-shaped.
The same problem was also discussed in this thread, but I don't think there was a solution…
http://www.sidefx.com/forum/viewtopic.php?t=2273&highlight=i3d [sidefx.com]
This image was rendered with Adaptive Step on, and a Step Size of 0.005 (the default is 0.05) and Max Steps set to 2000 (the default is 1000). From this angle it just looks like a single line going through the the middle, but from a different angle you can see it actually looks cross-shaped.
The same problem was also discussed in this thread, but I don't think there was a solution…
http://www.sidefx.com/forum/viewtopic.php?t=2273&highlight=i3d [sidefx.com]
Houdini Lounge » Houdini 7 last version on irix?
- Siavash Tehrani
- 710 posts
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Technical Discussion » transparency fade off for overlapping multi-layer shaders
- Siavash Tehrani
- 710 posts
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I attempted to do the same thing a while back deecue. I had overlapping UV coordinates, and I was trying to blend the overlapping areas using a black/white ramp texture for the Opacity of the top layer. However that didn't work, and the top material blocked out the bottom one. :?
Houdini Lounge » Houdini 7 last version on irix?
- Siavash Tehrani
- 710 posts
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I read on an sgi board that houdini7 would be the last version to come out on irix? Is this true?
Technical Discussion » how to append polygons?
- Siavash Tehrani
- 710 posts
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Technical Discussion » Character Modelling
- Siavash Tehrani
- 710 posts
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The Joan of Ark tutorial is a great one…
http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.asp [3dtotal.com]
It's not for Houdini specifically, but the modeling techniques can be used in any app. If I remember correctly it teaches you both box-modeling (starting with a rough shape and adding more detail later on), and poly-modeling (jumping right in and modeling the details, polygon by polygon).
The best thing about the tutorial is that you can easily see what was done picture by picture, so even if the translastion isn't perfect, you don't get lost.
Hope that helps.
http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.asp [3dtotal.com]
It's not for Houdini specifically, but the modeling techniques can be used in any app. If I remember correctly it teaches you both box-modeling (starting with a rough shape and adding more detail later on), and poly-modeling (jumping right in and modeling the details, polygon by polygon).
The best thing about the tutorial is that you can easily see what was done picture by picture, so even if the translastion isn't perfect, you don't get lost.
Hope that helps.
Houdini Lounge » Body WIP
- Siavash Tehrani
- 710 posts
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Very nice Undertaker! Hows about a wire.
btw you could have cropped the pics, we don't really need to see the interface.
btw you could have cropped the pics, we don't really need to see the interface.
Technical Discussion » Sculpt SOP behaving oddly
- Siavash Tehrani
- 710 posts
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Technical Discussion » SOP stack guidlines
- Siavash Tehrani
- 710 posts
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“Real Men Use Networks” I like that, should be the official Houdini slogan. I should clarify too. It was painful because 4.0 was not a good modeling environment (at least not for polys), that's all.
Technical Discussion » SOP stack guidlines
- Siavash Tehrani
- 710 posts
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Personally, when the file takes about 200MB to open I usually start a new network, sometimes sooner. Coming from max I feel more comfortable modeling in the viewport, although I did give the network approach a go when it was mandatory in 4.0. That was painful let me tell you…
Technical Discussion » Fog COP and Z-Depth images issues
- Siavash Tehrani
- 710 posts
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Hey lisux, there is a video tutorial on creating fog in the compositor here…
http://www.vislab.usyd.edu.au/sidefx/houdini_video/by_topic/compositing/index.html [vislab.usyd.edu.au]
Basically, don't bother with z-depth. Instead go to the deep rasters page of mantra and use P. This will embed the floating point depth data in your .pic file which the Fog COP will use. That sounds about right at least, been a while since I tried it.
http://www.vislab.usyd.edu.au/sidefx/houdini_video/by_topic/compositing/index.html [vislab.usyd.edu.au]
Basically, don't bother with z-depth. Instead go to the deep rasters page of mantra and use P. This will embed the floating point depth data in your .pic file which the Fog COP will use. That sounds about right at least, been a while since I tried it.
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