EDIT - Hey..looking at your node graph again..you have nothing piped into the
nN attribute of the displace along normal. Pull up a displacement globals, pipe n into a normalize and then pipe that into the nN(normalized normals) on your Displace along normals
Have you tried upping the shading quality on the dicing tab to 2 or 3?
http://forums.odforce.net/topic/6517-unofficial-displacement-rendering-challenge/ [forums.odforce.net]
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Work in Progress » Waterfall Shading
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Technical Discussion » Object Float On FLIP Surface H14
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I assume Houdini uses a physical model. Your default preferences calculates mass in kilograms. I wonder if this is true…
density = mass/volume
density = mass/volume
Houdini Learning Materials » scale an object relative to anothers bounding box
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How would you scale a scene to match a bounding box automatically with a null. If you want to create a bounding box and have your scene fit it exactly this wont' work. Sure you could use the null to “scale” your whole scene and find a number that will work by visual adjustment but…
if you want a procedural way that makes it match a box's bounds exactly. I.e here is a box, let me scale it up and down and watch my scene automatically update and fit, unless you unify your box and scene first so the scales match, the null will break and fail.
Have your whole scenes, creating a bound around it, and use that to match your box will work every time and does not need to be tweaked manually with a null.
If all you want is to be able to scale your whole scenes, then yes, just parent a null and go to town. if you want a procedural way to match a box's scale without them matching, and you want it to be exact, not almost exact, but exact, then use the lattice method.
I guess you could also normalize the scene to 0-1 then find the scaler value for the box and multiply…
if you want a procedural way that makes it match a box's bounds exactly. I.e here is a box, let me scale it up and down and watch my scene automatically update and fit, unless you unify your box and scene first so the scales match, the null will break and fail.
Have your whole scenes, creating a bound around it, and use that to match your box will work every time and does not need to be tweaked manually with a null.
If all you want is to be able to scale your whole scenes, then yes, just parent a null and go to town. if you want a procedural way to match a box's scale without them matching, and you want it to be exact, not almost exact, but exact, then use the lattice method.
I guess you could also normalize the scene to 0-1 then find the scaler value for the box and multiply…
Work in Progress » Waterfall Shading
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Did you also add the displacement bound parameter to your geometry? On your geo node at object level, you need to also add in the displacement bound parameter, and it should be set the same as in your shader. It will be added into the “shading” sub tab. As well, under the “dicing” tab you might want to use “ray predicting”.
When displacing it is also important that the geometry has proper normals and a rest attribute.
Here is a really cool thread, with a great screenshot showing how to stack displacements ( You will need the re-dice parameter).
Hope this helps, in truth, displacements are amazing in Houdini, but I do find that it always takes a little bit of noodeling and I am always learning new things. It would be great to have everything covering displacements in one clear concise place.
BTW - your noise is outputting a vector and it should be a float to go into amount.(1D noise, or a luminance). Throw a fit range after that noise and play with the lower values in the top two rows. Play around on a phere or something first so the render times are more responsive.
As a trick I sometimes pipe in the luminance node into the shader output with everything disconected to see what my noise looks like fast. You can also create noise in cops and pipe that through.
When displacing it is also important that the geometry has proper normals and a rest attribute.
Here is a really cool thread, with a great screenshot showing how to stack displacements ( You will need the re-dice parameter).
Hope this helps, in truth, displacements are amazing in Houdini, but I do find that it always takes a little bit of noodeling and I am always learning new things. It would be great to have everything covering displacements in one clear concise place.
BTW - your noise is outputting a vector and it should be a float to go into amount.(1D noise, or a luminance). Throw a fit range after that noise and play with the lower values in the top two rows. Play around on a phere or something first so the render times are more responsive.
As a trick I sometimes pipe in the luminance node into the shader output with everything disconected to see what my noise looks like fast. You can also create noise in cops and pipe that through.
Technical Discussion » VR oculus camera in houdini
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That's a cool link…yeah that's how Touch handles it as well but the camera support is built in.
Houdini Learning Materials » scale an object relative to anothers bounding box
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Don't think the parent scale thing will work…I have done this with Lattice deformer.
The idea is that you use the boundSop to drive a lattice deformer (Lattice needs to be a bound with only 6 sides and 8 points- no extra divisions). You can then procedurally link the lattice deformer points, to the bounds of the object that you want to match (In your case, the box for the scene).
If set up correctly, this works every time flawlessly - you might need to merge everything and split it out, depending on your needs.
The idea is that you use the boundSop to drive a lattice deformer (Lattice needs to be a bound with only 6 sides and 8 points- no extra divisions). You can then procedurally link the lattice deformer points, to the bounds of the object that you want to match (In your case, the box for the scene).
If set up correctly, this works every time flawlessly - you might need to merge everything and split it out, depending on your needs.
Houdini Indie and Apprentice » Exporting Particle Effects
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Wow, Houdini to Daz. I'm with Rob, but would go one step further and say…
Buy Houdini indie, and slowly stop using Daz.
Buy Houdini indie, and slowly stop using Daz.
Technical Discussion » VR oculus camera in houdini
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I don't think that the Oculus uses a straight up Panormamic projection…I have yetto play with Oculus via Houdini, but I have in Touch Designer, which shares a large code base with Houdini.
The day I want to play with Oculus via Houdini and would need to figure it out, I would deconstruct the Touch Oculus Top. You can always download the free version and check it out, all parameters should cross over fine. You can even share geometry via .bgeo using the .bhclassic, share chops and write out .chan data.
http://www.derivative.ca/wiki088/index.php?title=Oculus_Rift_TOP [derivative.ca]
The day I want to play with Oculus via Houdini and would need to figure it out, I would deconstruct the Touch Oculus Top. You can always download the free version and check it out, all parameters should cross over fine. You can even share geometry via .bgeo using the .bhclassic, share chops and write out .chan data.
http://www.derivative.ca/wiki088/index.php?title=Oculus_Rift_TOP [derivative.ca]
Houdini Lounge » Is anyone having clicks getting stuck problems using wacom?
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Yeah, I am having this happen as well, very frustrating. Sometimes I can get it to release by either clicking the middle click on my pen or on the mouse.
Technical Discussion » ROP ALEMBIC OUTPUT(help with partition)
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You have “name from group clicked off”, turn that on, and in there, only put the wildcard * <<< for all groups
Under group name, don't actually use a wildcard,just one of the group names in it full name and use the sam exact thing in the name section, i.e my_group_001, not my_group_*
Look in the details view, you should see all your groups propagated to the name attribute.
Under group name, don't actually use a wildcard,just one of the group names in it full name and use the sam exact thing in the name section, i.e my_group_001, not my_group_*
Look in the details view, you should see all your groups propagated to the name attribute.
Houdini Lounge » Changing values by dragging with wacom tablet.
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Technical Discussion » turquoise/dark green renders coming off farm
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I will say that I just had this issue, not sure if it is the same thing. I had to delete all my Houdini pref's on the render nodes and let them get rebuilt.
This is my deduction, but I would be curious if it is correct…
I think something changed in the surface model from H13 to H14, and somehow the new installation was referencing an old otl “surfacemodel.otl”. I ran the renders through the command prompt and saw that it had problems loading the surface model and once cleaned up my prefs, the problem went away.
If you have any custom ot path mappings in your houdini.env, make sure that nothing in it can point to h13 installations where the old surface mode can exist.
This drove me a little nuts, as it would render locally correct, and I would go through all my file mappings, just going crazy, and on a deadline.
Hope this helps…
This is my deduction, but I would be curious if it is correct…
I think something changed in the surface model from H13 to H14, and somehow the new installation was referencing an old otl “surfacemodel.otl”. I ran the renders through the command prompt and saw that it had problems loading the surface model and once cleaned up my prefs, the problem went away.
If you have any custom ot path mappings in your houdini.env, make sure that nothing in it can point to h13 installations where the old surface mode can exist.
This drove me a little nuts, as it would render locally correct, and I would go through all my file mappings, just going crazy, and on a deadline.
Hope this helps…
Technical Discussion » ROP ALEMBIC OUTPUT(help with partition)
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You need to make sure that you have a name attribute, this can be accomplished with a nameSop, set to “name by group” under group, use the wildcard * under group name (in your case, probably piece*), enter one of your group names, under the name field, enter the exact same thing. This will propagate any of your Houdini groups into a name attribute.(You can verify in details/spreadsheet view)
One important thing is that the NameSop appears to want to be the last sop on your chain before your rop, and needs to be clicked on
Keep your partition as is but set the format to hd5 or whatever…not in front of Houdini. You can use Ogawa but you need to download the lates alembic importer for mental ray
One important thing is that the NameSop appears to want to be the last sop on your chain before your rop, and needs to be clicked on
Keep your partition as is but set the format to hd5 or whatever…not in front of Houdini. You can use Ogawa but you need to download the lates alembic importer for mental ray
Houdini Lounge » Soap Bubble Shader
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Instead of crossposting on Odforce,there is an input box called “search”
http://forums.odforce.net/topic/4788-coatings-iridescence [forums.odforce.net]
http://forums.odforce.net/topic/4788-coatings-iridescence [forums.odforce.net]
Technical Discussion » procedurally wiring from point to point
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Can't look at your file until I am at work tomorrow…
Often times a curve will have to be drawn, or with placed points like an addSop, but then you use that curve to make how many curves you would want. There are various methods to make them look non uniform. I usually like to control them with ramps and attributes. It is fairly easy to have your end points be exactly where you want.
If you need to attach some thing to the endpoints you can partition your curves and use forEach to extract just the 0 and last point.
Sorry if I am off base with what you want, I will check your file tomorrow, and if applicable will send you a file I have
Often times a curve will have to be drawn, or with placed points like an addSop, but then you use that curve to make how many curves you would want. There are various methods to make them look non uniform. I usually like to control them with ramps and attributes. It is fairly easy to have your end points be exactly where you want.
If you need to attach some thing to the endpoints you can partition your curves and use forEach to extract just the 0 and last point.
Sorry if I am off base with what you want, I will check your file tomorrow, and if applicable will send you a file I have
Technical Discussion » procedurally wiring from point to point
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I am very confused by what you want to do, but if you want to make a lot of individual curves with some control, and be able to access their endpoints then look into the the foreach sop or sop solver.
Technical Discussion » camera visibility
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I would look into packed primitives,
https://vimeo.com/102531317 [vimeo.com] << This is 1 of 2 - make sure you watch 2 as well as it covers some things wrong in 1
and personally forget about doing anything other than cutting the terrain with a camera frustum (I would not even bother except, in certain situations), Packed primitives were made to deal exactly with this kind of situation, and any plants outside of the camera viewpoint won't cause memory overhead.
I think that culling geometry, or scattering geo based upon the camera frustum, while it is fairly easy, I think will result in a lot of issues:
1. I think your plants will pop when they go on as the enter the frustum - You could create a vop that would scale them as the enter the group but then they are scaling up
2.What happens with the shadows? You could pre-bake depth maps, but again you are asking for issues.
https://vimeo.com/102531317 [vimeo.com] << This is 1 of 2 - make sure you watch 2 as well as it covers some things wrong in 1
and personally forget about doing anything other than cutting the terrain with a camera frustum (I would not even bother except, in certain situations), Packed primitives were made to deal exactly with this kind of situation, and any plants outside of the camera viewpoint won't cause memory overhead.
I think that culling geometry, or scattering geo based upon the camera frustum, while it is fairly easy, I think will result in a lot of issues:
1. I think your plants will pop when they go on as the enter the frustum - You could create a vop that would scale them as the enter the group but then they are scaling up
2.What happens with the shadows? You could pre-bake depth maps, but again you are asking for issues.
Technical Discussion » Getting Alpha in refraction with mantra?
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Really not quite sure what you want an alpha of, but if you have an object inside the sphere, and you want a way of extracting a matte to be able to tweak whatever is inside of the sphere in post:
Just create an attribute called matte on the object, make it a vector, and set the x channel to one. In your shader, you will need to bind and export that attribute and add an image plane in your rop called matte, and set it to type vector. That way you should get a mask in the red channel in your image plane called matte.
If this is not what you are looking for, can you clarify a little…
Just create an attribute called matte on the object, make it a vector, and set the x channel to one. In your shader, you will need to bind and export that attribute and add an image plane in your rop called matte, and set it to type vector. That way you should get a mask in the red channel in your image plane called matte.
If this is not what you are looking for, can you clarify a little…
Technical Discussion » Face in smoke methods
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I have not tried this, and my directions are vague, but I believe with some RD this would work…run the image through Nuke (or, can you do this in comp in Houdini?- I am sure you can, just never had the need) and calculate 2d motion vectors.
Create a grid and an attributeVop, use the image to drive an attribute (float) import texture - luminance- normalize - bindExport myEmisssion You can use tis to drive the emission of particles, as well as a bias for the scatter sop if you want to use that as an emission source.
Get the calculated 2d motion vectors, and use this to drive the initial velocity of the particles.
Add some drag and see what happens
Create a grid and an attributeVop, use the image to drive an attribute (float) import texture - luminance- normalize - bindExport myEmisssion You can use tis to drive the emission of particles, as well as a bias for the scatter sop if you want to use that as an emission source.
Get the calculated 2d motion vectors, and use this to drive the initial velocity of the particles.
Add some drag and see what happens
Technical Discussion » Change the size of particle
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