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Mardini 2024 » Day 28 | SideFX Labs | Simple Rope Wrap | Image
- wendimautsala
- 29 posts
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Mardini 2024 » Day 28 | SideFX Labs | Simple Rope Wrap | Image
- kinakomoti
- 28 posts
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Mardini 2024 » Day 28 | SideFX Labs | Simple Rope Wrap | Image
- Joshua Petrakos
- 97 posts
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All the textures are Made with Greyscalegorilla+. Their rope textures work great with this SOP and they even had some snazzy black and orange ones
I used the pigs for the balls of yarn in the basket but it's a little hard to tell. The copy sop works great for creating woven type assets. Its how I made the basket.
I used the pigs for the balls of yarn in the basket but it's a little hard to tell. The copy sop works great for creating woven type assets. Its how I made the basket.
Mardini 2024 » Day 28 | SideFX Labs | Simple Rope Wrap | Animation
- DBishop
- 5 posts
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Mardini 2024 » Day 28 | SideFX Labs | Simple Rope Wrap | Animation
- Ghawk11
- 24 posts
- Online
Mardini 2024 » Day 28 | SideFX Labs | Simple Rope Wrap | Image
- JKLM
- 94 posts
- Online
Mardini 2024 » Day 28 | SideFX Labs | Simple Rope Wrap | Animation
- Matt_McMahon
- 53 posts
- Online
Mardini 2024 » Day 28 | SideFX Labs | Simple Rope Wrap | Image
- hediedscreaming
- 62 posts
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Mardini 2024 » Day 29 | SideFX Labs | Lot Subdivision | Image
- rmagee
- 1173 posts
- Online
Three challenges to go! Day 29 is the SideFX Labs - Lot Subdivision node:
There is not a scene file for this video. You can easily recreate the effect by following the video.
There is not a scene file for this video. You can easily recreate the effect by following the video.
Mardini 2024 » Day 29 | SideFX Labs | Lot Subdivision | Animation
- rmagee
- 1173 posts
- Online
Three challenges to go! Day 29 is the SideFX Labs - Lot Subdivision node:
There is not a scene file for this video. You can easily recreate the effect by following the video.
There is not a scene file for this video. You can easily recreate the effect by following the video.
Mardini 2024 » Day 29 | SideFX Labs | Lot Subdivision | Image
- leviathanbadger
- 63 posts
- Online
Mardini 2024 » Day 29 | SideFX Labs | Lot Subdivision | Image
- gramofon
- 29 posts
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Houdini Indie and Apprentice » SOP-based crowd sim terrain
- gordig
- 11 posts
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That's what the Agent Terrain Adaptation SOP is for. I haven't tried using it with the new crowd SOP workflow yet, but I've definitely tried it with a single agent and it works.
Mardini 2024 » Day 28 | SideFX Labs | Simple Rope Wrap | Image
- razvan_flore
- 40 posts
- Online
Solaris and Karma » Render gallery can't save when using linux
- cuihaifu
- 21 posts
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Solaris and Karma » Render gallery can't save when using linux
- cuihaifu
- 21 posts
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I can save hipfile , render image to server, cache usd or bgeo to server, but Can't save renderGallery.
Mardini 2024 » Day 8 | Lookdev | Karma Fog Box | Image
- Mattermantra2
- 26 posts
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Technical Discussion » Advecting "gradient" Field of Heightfield?
- animatrix_
- 4460 posts
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Hi,
Here is one way:
1. Compute grad using VEX in a Volume Wrangle:
2. Advect using Volume VOP SOP inside Solver SOP:
3. Run the simulation
You can also get different results by playing with the advection vector:
Here is one way:
1. Compute grad using VEX in a Volume Wrangle:
v@grad = volumegradient ( 0, "height", @P );
2. Advect using Volume VOP SOP inside Solver SOP:
3. Run the simulation
You can also get different results by playing with the advection vector:
v@grad = volumegradient ( 0, "height", @P ); vector up = { 0, 1, 0 }; vector tangent = cross ( v@grad, up ); v@grad = tangent + v@grad;
v@grad = volumegradient ( 0, "height", @P ); vector up = { 0, 1, 0 }; vector tangent = cross ( v@grad, up ); v@grad = tangent;
Edited by animatrix_ - today 09:50:18
PDG/TOPs » Houdini PDG Ropalembic node huge bug!
- portezhang
- 7 posts
- Offline
Hi everyone,
There is an issure about ropalembic node in topnetwork in houdini20.0.625.
It's right when i used it in 19.5.Like picture one.And the abc file is right.
But in 20.0.625, it will report an error.Like picture two.
The size of the abc file has changed into a few kb.Besides,the animation was lost.
There is an issure about ropalembic node in topnetwork in houdini20.0.625.
It's right when i used it in 19.5.Like picture one.And the abc file is right.
But in 20.0.625, it will report an error.Like picture two.
The size of the abc file has changed into a few kb.Besides,the animation was lost.
Edited by portezhang - today 04:24:39
Solaris and Karma » Wireframe Shader inside Karma MaterialX Subnet?
- zdmit
- 46 posts
- Offline
There's a much much simpler way 🙂 Basically, it's the same process as creating handpainted textures in Photoshop.
1. Save UVs as image (two options, same result):
- Labs Export UV Wireframe node [www.sidefx.com] -> Choose resolution and path -> render. Has an additional option to define wireframe width AND can save UDIMs.
- Right-click on UV node you have (UV Flatten, AutoUV, UV Layout, etc, or whatever node after UVs are created) -> Save -> Texture UV to Image [www.sidefx.com]. option -> Choose resolution and save path.
2. Open in Photoshop or what you prefer:
- If using Texture UV to Image option -> add a white (or black, sometimes wireframe renders with white instead of black color) layer underneath UV image.
- If using Labs Export UV -> add a white layer underneath UV image.
- Save the image.
3. Create MTLX Standart Surface material
- create MTLX image node.
- load wireframe image.
- plug into MTLX material base color.
4. Done.
Works with Karma CPU & XPU. Or actually with any renderer.
1. Save UVs as image (two options, same result):
- Labs Export UV Wireframe node [www.sidefx.com] -> Choose resolution and path -> render. Has an additional option to define wireframe width AND can save UDIMs.
- Right-click on UV node you have (UV Flatten, AutoUV, UV Layout, etc, or whatever node after UVs are created) -> Save -> Texture UV to Image [www.sidefx.com]. option -> Choose resolution and save path.
2. Open in Photoshop or what you prefer:
- If using Texture UV to Image option -> add a white (or black, sometimes wireframe renders with white instead of black color) layer underneath UV image.
- If using Labs Export UV -> add a white layer underneath UV image.
- Save the image.
3. Create MTLX Standart Surface material
- create MTLX image node.
- load wireframe image.
- plug into MTLX material base color.
4. Done.
Works with Karma CPU & XPU. Or actually with any renderer.
Edited by zdmit - today 04:28:11
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