Hi,
i'm looking for a function like the stmap nuke fonction:
Placing an image by UV pass in post rendering.
I think it's possible to do with Pixel COP but how…
Thanks
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Technical Discussion » COP: is there a fonction like stMap from Nuke ?
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- fsimerey
- 279 posts
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Work in Progress » Logo Animation
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- fsimerey
- 279 posts
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Work in Progress » Character render
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- fsimerey
- 279 posts
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Hi Jim,
good job but i don't understand why you didn't use Houdini to perform the post compositing…
Cheers
good job but i don't understand why you didn't use Houdini to perform the post compositing…
Cheers
Technical Discussion » copy SOP scale problem
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- fsimerey
- 279 posts
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AFAIK, use an attribute ‘width’ is more appropriate for curves. I never tried the pscale attribute, but i think a WIDTH attribute can be applied on UV of curve when pscale is only applied on points ? I will check it

Technical Discussion » closed curve without a face?
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- fsimerey
- 279 posts
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Technical Discussion » quadro4000 vs gtx580
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- fsimerey
- 279 posts
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Like dennis.weil, I'm using a GTX 580 - 3 GB on Linux Mint 11 in production.
All works fine and fast.
If you check the specs of Quadro 4000, it's like a GTX 285 except the ram (768 Mo on gtx vs 2 GB on Quadro).
My vote would be for the GTX.
All works fine and fast.
If you check the specs of Quadro 4000, it's like a GTX 285 except the ram (768 Mo on gtx vs 2 GB on Quadro).
My vote would be for the GTX.
Technical Discussion » Rendering lit fog as a seperate pass.....
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- fsimerey
- 279 posts
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Have a search on here and odforce. I vaguely remember Jeff making a volumetric light type effect using a volume primitive, which renders super-fast. It's a bit of a hack, but its good, fast and easy to separate into a pass.
I use a volume vex primitive to make skytracer spots. It's very fast and got a viewport preview. But the only prob i have is there is no volumetric shadows.
So, ragupasta, do you know if Jeff's volumetric light has some volume shadows ?
Thanks
Houdini Indie and Apprentice » model import
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- fsimerey
- 279 posts
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Documentation of Pattern Matching:
http://www.sidefx.com/docs/houdini11.1/expressions/_patterns [sidefx.com]
http://www.sidefx.com/docs/houdini11.1/expressions/_patterns [sidefx.com]
Houdini Indie and Apprentice » model import
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- fsimerey
- 279 posts
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Use a “Delete SOP”. You can choose ‘Delete Selected’ or ‘Delete Non-Selected’.
In the group option, you can use name like:
wheel* > select all groups starting with name ‘wheel’
*wheel* > select all groups containing name ‘wheel’
* ^wheel > select all groups except ‘wheel’
In the group option, you can use name like:
wheel* > select all groups starting with name ‘wheel’
*wheel* > select all groups containing name ‘wheel’
* ^wheel > select all groups except ‘wheel’
Technical Discussion » Rendering lit fog as a seperate pass.....
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- fsimerey
- 279 posts
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Yes, Lit Volume rendering is slow with Mantra.
Use “Micropolygon Rendering”, change value of “Volume Step Size” (greater will be faster) and use Deep Shadow Map for your light.
Cheers
Use “Micropolygon Rendering”, change value of “Volume Step Size” (greater will be faster) and use Deep Shadow Map for your light.
Cheers
Technical Discussion » Rendering lit fog as a seperate pass.....
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- fsimerey
- 279 posts
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What i do for this, is to create a Mantra ROP with Objects in Forced Mate, and select only the light i want to illuminate the fog.
Technical Discussion » DOP Constraint
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- fsimerey
- 279 posts
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I'm trying to understand DOP Constraints.
I don't understand why Object Space Constraint doesn't work than i expected.
If i constraint a wheel in World Space Position with option Constrained to Line, it works like i expected.
BUT when this constraint is an Object Space Position with the same option, the constraint stay at the position, option Constrained to Line seems not to be applied.
See attached file and play with the red switch.
Thanks for help
I don't understand why Object Space Constraint doesn't work than i expected.
If i constraint a wheel in World Space Position with option Constrained to Line, it works like i expected.
BUT when this constraint is an Object Space Position with the same option, the constraint stay at the position, option Constrained to Line seems not to be applied.
See attached file and play with the red switch.
Thanks for help
Work in Progress » How to make sand effect?
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- fsimerey
- 279 posts
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You could use a SOP Solver to define an animated group of particles.
Watch these free tutorials from Peter Quint
http://vimeo.com/6660287 [vimeo.com]
Cheers
Watch these free tutorials from Peter Quint
http://vimeo.com/6660287 [vimeo.com]
Cheers
Houdini Lounge » Mantra render time on Volumetric!
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- fsimerey
- 279 posts
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You can also make 2 Mantra ROP, one only for volumetric with force matte geometry, another one without volumetric.
Houdini Indie and Apprentice » Surface shader only rendering in ipr
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- fsimerey
- 279 posts
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AFAIK, IPR use raytrace engine. BRDF in a shader is for PBR engine.
I think your problem is the color of points or primitives in your geometry.
Try to delete Cd attribute with an attribute SOP or set it white with a point SOP/primitive SOP.
I think your problem is the color of points or primitives in your geometry.
Try to delete Cd attribute with an attribute SOP or set it white with a point SOP/primitive SOP.
Technical Discussion » Does houdini run faster in mac or window?
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- fsimerey
- 279 posts
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Technical Discussion » apply CHOP wave form to curve
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- fsimerey
- 279 posts
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Technical Discussion » apply CHOP wave form to curve
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- fsimerey
- 279 posts
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Hi,
i would like apply a waveforn from a CHOP channel to a curve.
Point 0 would be frame 0, Point 1 will be frame 1, etc..
Any idea ?
Thanks
i would like apply a waveforn from a CHOP channel to a curve.
Point 0 would be frame 0, Point 1 will be frame 1, etc..
Any idea ?
Thanks
Technical Discussion » How to know if a connected geometry is closed ?
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- fsimerey
- 279 posts
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Technical Discussion » How to know if a connected geometry is closed ?
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- fsimerey
- 279 posts
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Hi all,
i would like to verify if a connected geometry is closed or not.
Is there a way to do this ?
Thanks
i would like to verify if a connected geometry is closed or not.
Is there a way to do this ?
Thanks
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