You need to build the hair shader by yourself, by simply adding them to each other… you should find them in the shop shader context! (3 new BSDF vops).
hope that helps a bit.
Found 214 posts.
Search results Show results as topic list.
Technical Discussion » fur render very slow
- mickyblue
- 217 posts
- Offline
Technical Discussion » Houdini12// any hope for a working Pose library on windows?
- mickyblue
- 217 posts
- Offline
Technical Discussion » Houdini12// any hope for a working Pose library on windows?
- mickyblue
- 217 posts
- Offline
Hallo guys,
Are there any good news in terms of using the Pose Library on windows?…
Well I tried a lot a while ago, and tried all again on H12 on many different machines.
But is still the same old issue. After I open up the pose library, enter the needed frames, and hit the save button, the Pose Library browser frezzes and writes no pose file.
thanks for any help on this!
Are there any good news in terms of using the Pose Library on windows?…
Well I tried a lot a while ago, and tried all again on H12 on many different machines.
But is still the same old issue. After I open up the pose library, enter the needed frames, and hit the save button, the Pose Library browser frezzes and writes no pose file.
thanks for any help on this!
Technical Discussion » Animation rig performance question
- mickyblue
- 217 posts
- Offline
Hi,
This is a general question with regards to animation performance.
1. does it make sense to drop a capture region inside a geo instead of using bones?
2. Is capturing better than using a lattice?
3. Where are the benefits of using metaballs instead bones.
4. Are there any benefits by a simple copy referencing of a null object to a transformSop.
thanks! for any suggestions
This is a general question with regards to animation performance.
1. does it make sense to drop a capture region inside a geo instead of using bones?
2. Is capturing better than using a lattice?
3. Where are the benefits of using metaballs instead bones.
4. Are there any benefits by a simple copy referencing of a null object to a transformSop.
thanks! for any suggestions
Technical Discussion » extracting world rotation (need Expression)
- mickyblue
- 217 posts
- Offline
Technical Discussion » extracting world rotation (need Expression)
- mickyblue
- 217 posts
- Offline
hi,
I need to get the world y rotation value of a null object.
Problem is that the vrorigin expression cause flipping or jumping. Is there anything else that can be used?
thanks!
I need to get the world y rotation value of a null object.
Problem is that the vrorigin expression cause flipping or jumping. Is there anything else that can be used?
thanks!
Technical Discussion » Dops in Foreach sop problem
- mickyblue
- 217 posts
- Offline
I would use this in a forest system… well the good thing is I'am not addicted to this soultion…but I was just interested if that works at all.
Technical Discussion » Dops in Foreach sop problem
- mickyblue
- 217 posts
- Offline
Hi,
Well I try to go for a Dop sim inside a foreach sop. and get some wired results. Is there anything I a have to be aware of?
Enclosed my test file.
Well I try to go for a Dop sim inside a foreach sop. and get some wired results. Is there anything I a have to be aware of?
Enclosed my test file.
Technical Discussion » overwriting jiggle attribute in chops?
- mickyblue
- 217 posts
- Offline
Technical Discussion » overwriting jiggle attribute in chops?
- mickyblue
- 217 posts
- Offline
I dont get the ic expression. the texport stuff is just to short…at least for me.
ic(“../Foreach_Iteration”, 3, $F)
ic(0,3,0)
What does the 3(float channel_index) refer to. And why to use $F although each sop is cooked at each frame anyway?! if I put in an arbitrary number it doesn't change anything?
Thanks a lot!
ic(“../Foreach_Iteration”, 3, $F)
ic(0,3,0)
What does the 3(float channel_index) refer to. And why to use $F although each sop is cooked at each frame anyway?! if I put in an arbitrary number it doesn't change anything?
Thanks a lot!
Technical Discussion » overwriting jiggle attribute in chops?
- mickyblue
- 217 posts
- Offline
Technical Discussion » overwriting jiggle attribute in chops?
- mickyblue
- 217 posts
- Offline
3rd Party » Sculpt SOP - Move
- mickyblue
- 217 posts
- Offline
3rd Party » Sculpt SOP - Move
- mickyblue
- 217 posts
- Offline
Technical Discussion » Conform spline to mesh, merge/create break line
- mickyblue
- 217 posts
- Offline
Technical Discussion » Conform spline to mesh, merge/create break line
- mickyblue
- 217 posts
- Offline
sorry for the short answer, but the ray sop can achive the same results as the conform modifer of 3ds max! hope that helps you a bit!
cheers
cheers
Technical Discussion » overwriting jiggle attribute in chops?
- mickyblue
- 217 posts
- Offline
Hi,
I would like to overwrite the “stiff” attribute of the jiggle chop with an painted attribute. Can't make that work.
All suggestions are welcome.
Enclosed a hip file.
Thanks!
I would like to overwrite the “stiff” attribute of the jiggle chop with an painted attribute. Can't make that work.
All suggestions are welcome.
Enclosed a hip file.
Thanks!
Technical Discussion » Math and expression Question
- mickyblue
- 217 posts
- Offline
Technical Discussion » Math and expression Question
- mickyblue
- 217 posts
- Offline
Hi there,
I try to rotate a null based on the rotation of two other nulls. But I need an bigger bias for one of those nulls. Lets say NullB should have more impact on its rotation.
How should this expression look like to make that work?
(ch(“../nullA/ry”)+ch(“../nullB/ry”))/2
Thanks
I try to rotate a null based on the rotation of two other nulls. But I need an bigger bias for one of those nulls. Lets say NullB should have more impact on its rotation.
How should this expression look like to make that work?
(ch(“../nullA/ry”)+ch(“../nullB/ry”))/2
Thanks
Technical Discussion » getting SOPs evaluating on every frame?
- mickyblue
- 217 posts
- Offline
I don't know what you exactly try to achive, but sop networks are cooked in general at each frame!, this should be also true for vex or python based sops.
-
- Quick Links