On further investigation I think I have found a bug. I've submitted it to support and I'll post an update here if I get more info (even it is only to prove that I'm sadly mistaken :-)).
-Drew
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Technical Discussion » "Volume attributes" and fluid fields
- drew
- 117 posts
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Technical Discussion » "Volume attributes" and fluid fields
- drew
- 117 posts
- Online
I thought that as well but N is coming in as {0,0,0}. Maybe it's a bug ? I'm using 9.0.768.
update: nix the above, I was doing something else wrong in the shader I'm building…
-Drew
update: nix the above, I was doing something else wrong in the shader I'm building…
-Drew
Technical Discussion » "Volume attributes" and fluid fields
- drew
- 117 posts
- Online
Jeff, while we're talking about volumes and shaders, is there currently a way to compute the gradient of a volume in a shader that doesn't involve first writing the volume out to file and using the Volume Gradient from File VOP ? I notice that the volume shaders aren't using a normal vector for shading at the moment, instead they are just using the y-axis (eg the illuminance construct in billowy smoke).
-Drew
-Drew
Technical Discussion » "Volume attributes" and fluid fields
- drew
- 117 posts
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Thanks heaps for this Jeff, this allows me to work around a problem I've been having with the Volume Sample From File VOP and op references (fixed in 9.1 apparently).
-Drew
-Drew
Houdini Lounge » Houdini reseller in Australia
- drew
- 117 posts
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Hi Martin,
It's great that you're looking at touch for the BDO's, I wish I was going to be there! Tell us how it went.
There isn't any Australian houdini list, not enough users to warrant it anyhow. Just use this forum, the sidefx mailing list, and of course the great http://www.odforce.net/forum [odforce.net].
-Drew
It's great that you're looking at touch for the BDO's, I wish I was going to be there! Tell us how it went.
There isn't any Australian houdini list, not enough users to warrant it anyhow. Just use this forum, the sidefx mailing list, and of course the great http://www.odforce.net/forum [odforce.net].
-Drew
Houdini Lounge » Houdini reseller in Australia
- drew
- 117 posts
- Online
I am that “Houdini Wiz” in Canberra, but I'm a bit embarrassed by that description in the presence of the genuine articles that frequent this forum! There has a been a steady stream of Sidefx users in Canberra since we started using Prisms in the Vizlab way back in the dark ages, at the same time as ACAT was teaching it. Stuart Ramsden who was the lecturer now sits in the office next to mine here at the ANUSF Vizlab. These days Maya is being taught at the school of art, ACAT has transformed into the CNMA (Centre for New Media Art).
-Drew
-Drew
Houdini Lounge » Another Mac Question...
- drew
- 117 posts
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And there's also the problem that Apple apparently write some portion of their nVidia opengl drivers themselves. We've had problems porting some code from win32/linux to a Mac G5 with an nVidia card for this reason. In once case the same opengl code ran tens of times slower than on a PC with the equivalent chipset, meaning seconds per frame instead of frames per second.
-Drew
-Drew
Houdini Lounge » Another Mac Question...
- drew
- 117 posts
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The Adobe creative suite tools (photoshop etc) aren't available for the Intel Macs except in slow emulation mode, so if they are important to you may want to wait, possibly till next year if the rumors are correct.
http://www.adobe.com/products/pdfs/intelmacsupport.pdf [adobe.com]
Parallels is going to be very slow (if it works at all) since it isn't going to use the native opengl graphic support (correct ?). Bootcamp may be a solution, if the ATI drivers were robust under XP (popular opinion seems to be they aren't).
It *is* going to be nice for movie editing using FCP, and you can now get a cheap copy of Shake as well.
-Drew
http://www.adobe.com/products/pdfs/intelmacsupport.pdf [adobe.com]
Parallels is going to be very slow (if it works at all) since it isn't going to use the native opengl graphic support (correct ?). Bootcamp may be a solution, if the ATI drivers were robust under XP (popular opinion seems to be they aren't).
It *is* going to be nice for movie editing using FCP, and you can now get a cheap copy of Shake as well.
-Drew
Houdini Lounge » HOT 0.8 released.
- drew
- 117 posts
- Online
Oops,
For anyone who grabbed the src version and built from scratch, you may have noticed that it was for the previous version. It was due to a bad link on the odWiki page, but it's fixed now so you probably want to grab it again to get the new features and bug fixes. Note that nothing has changed for the pre-compiled packages.
Sorry,
Drew
For anyone who grabbed the src version and built from scratch, you may have noticed that it was for the previous version. It was due to a bad link on the odWiki page, but it's fixed now so you probably want to grab it again to get the new features and bug fixes. Note that nothing has changed for the pre-compiled packages.
Sorry,
Drew
Technical Discussion » mantra input language documented ?
- drew
- 117 posts
- Online
Hi all,
I'm writing some tools at the moment to munge ifd files to cache texture images, change output files etc for my home baked render farm system and I was wondering if there was any document that specifies mantra's input language ? Thanks.
-Drew
I'm writing some tools at the moment to munge ifd files to cache texture images, change output files etc for my home baked render farm system and I was wondering if there was any document that specifies mantra's input language ? Thanks.
-Drew
Houdini Lounge » HOT 0.8 released.
- drew
- 117 posts
- Online
Hi people,
This is a quick heads up to let you know that I've placed a new version of the Houdini Ocean Toolkit on the odWiki. Version 0.8 has been compiled for H8.0.474 and includes an up to date version of SOP_Cleave thrown in for good measure. The main new feature is that there is a HOT VOP in HOT.otl that wraps the ocean_eval() VEX function.
http://www.odforce.net/wiki/index.php/HoudiniOceanToolkit [odforce.net]
-Drew
This is a quick heads up to let you know that I've placed a new version of the Houdini Ocean Toolkit on the odWiki. Version 0.8 has been compiled for H8.0.474 and includes an up to date version of SOP_Cleave thrown in for good measure. The main new feature is that there is a HOT VOP in HOT.otl that wraps the ocean_eval() VEX function.
http://www.odforce.net/wiki/index.php/HoudiniOceanToolkit [odforce.net]
-Drew
Houdini Lounge » how to find $HOME directory to install shaders
- drew
- 117 posts
- Online
Thanks for this Jeff. I wonder if you could go into a bit more detail about how to set up a multi-architecture pipeline, in particular how the JOB envar is meant to be used. It seem as though if it isn't explicitly set on the creation of a new hip file it's created, but after that it's not referenced from the outside environment. How would I for example use it if I wanted to have filenames be translated from JOB=c:\mapdir to JOB=/home/foo/mapdir when I tried to render a win32 created hip file on a unix machine ? I know about the //machine/home/foo/mapdir symbolic link trick when using samba but I was wondering if there is an environment way of doing the mapping ?
Also has anyone posted any good info on the way they manage pipelines where houdini versions are changing, custom dso's need to be associated with particular projects etc ?
-Drew
Also has anyone posted any good info on the way they manage pipelines where houdini versions are changing, custom dso's need to be associated with particular projects etc ?
-Drew
Houdini Lounge » wheel mouse zoom both in viewer and tear off network panel
- drew
- 117 posts
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Houdini Lounge » wheel mouse zoom both in viewer and tear off network panel
- drew
- 117 posts
- Online
Technical Discussion » Dirtmap
- drew
- 117 posts
- Online
JColdrick
I was going to say that can't be right, but yes, in some circles it does appear that's what they use this thing for - fake GI. That's really strange, and a seriously misleading name. I'm pretty sure “dirtmap” just means what it sounds like, though - a dirt map shader as Jason alluded to, apart from any tricks that it's used for.
Cheers,
J.C.
Misleading indeed, but the Dirtmap at http://animus.brinkster.net/index.html [animus.brinkster.net] is doing an occlusion calculation which you can see if you download the mental ray shader source. Its also referred to in this article http://www.evermotion.org/tutorials/rendering/xsi_dirtmap/. [evermotion.org] You can use the shader to get the look of things like polished objects where gunk gets stuck in crevices where in effect you have “cleaning occlusion”
-Drew
Technical Discussion » Dirtmap
- drew
- 117 posts
- Online
JohnnyBGoode
Hi all
Is there anything similar to the Dirtmap shader available for Mental Ray that is available for Mantra or able to be built in Vops to be equivalent ?
(http://animus.brinkster.net/index.html) [animus.brinkster.net]
From what I hear the dirtmap shader is often used in industry.
J
In the houdini world it's referred to as “ambient occlusion”. Check the video tutorials on vislab, I'm pretty sure there is a global illumination example that shows the use of ambient occlusion.
-Drew
Houdini Lounge » Australian resellers?
- drew
- 117 posts
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sloeblack
Can anyone tell me whether there are any Houdini resellers in Australia?
I've emailed Side Effects sales but have had no response.
I'd try emailing again. We deal directly with sidefx with no problems. If you still have problems try mailing Janet Fraser directly. (janet at sidefx dot com).
-Drew
Technical Discussion » Bundling shaders
- drew
- 117 posts
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