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Houdini Indie and Apprentice » Renderfarm again
- caesar
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Houdini Indie and Apprentice » Renderfarm again
- caesar
- 143 posts
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Houdini Indie and Apprentice » Local attribute-create variables not working?
- caesar
- 143 posts
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Hello,
I can't seem to get local variables created from attributes to work in H15. I have a simple sphere, created an intensity attribute and I want to use it on a poly extrude, but it's bugging out when I try to use the local variable of the attribute??
I'm using H15 Indie
~Caesar
I can't seem to get local variables created from attributes to work in H15. I have a simple sphere, created an intensity attribute and I want to use it on a poly extrude, but it's bugging out when I try to use the local variable of the attribute??
I'm using H15 Indie
~Caesar
Technical Discussion » New 3d model search engine
- caesar
- 143 posts
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Technical Discussion » BlendPose when child-ed not working
- caesar
- 143 posts
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Technical Discussion » BlendPose when child-ed not working
- caesar
- 143 posts
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Technical Discussion » BlendPose when child-ed not working
- caesar
- 143 posts
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Hi there,
When I parent an object that drives the position of other objects via blendpose - to a path-driven object, the blendposing stops working? In the attached example, the sphere_object1 is blendpose driving the tube and little box y position. But then it is childed under the box_object1 (large box, which is a path-driven object to the line in the center of it) and the blendpose doesn't work any longer. Is this by design?
When I parent an object that drives the position of other objects via blendpose - to a path-driven object, the blendposing stops working? In the attached example, the sphere_object1 is blendpose driving the tube and little box y position. But then it is childed under the box_object1 (large box, which is a path-driven object to the line in the center of it) and the blendpose doesn't work any longer. Is this by design?
Edited by - Oct. 19, 2015 12:11:19
Houdini Indie and Apprentice » copy stamp downstream to shopnet in subnet
- caesar
- 143 posts
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Houdini Indie and Apprentice » Challenges
- caesar
- 143 posts
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Hello,
It would be kind of cool to have a forum for “Challenges”. Kind of like (daily/weekly/monthly..etc) hackathons that pose vfx challenges to the forum members. A way to pass the time before the next splash screen contest! We could have the experts and gurus be the judges (if they wouldn't mind doing it!)
Thoughts?
It would be kind of cool to have a forum for “Challenges”. Kind of like (daily/weekly/monthly..etc) hackathons that pose vfx challenges to the forum members. A way to pass the time before the next splash screen contest! We could have the experts and gurus be the judges (if they wouldn't mind doing it!)
Thoughts?
Houdini Indie and Apprentice » copy stamp downstream to shopnet in subnet
- caesar
- 143 posts
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Hi Guys,
Copy stamping does not seem to work (or I can't get it to work) within a downstream shopnet inside of a subnet. Should this work? My subnet1's parameter interface is attempting to drive the diffuse color of a lambert node in a vop mat.
Using H15
~Caesar
Copy stamping does not seem to work (or I can't get it to work) within a downstream shopnet inside of a subnet. Should this work? My subnet1's parameter interface is attempting to drive the diffuse color of a lambert node in a vop mat.
Using H15
~Caesar
Houdini Lounge » H15 great
- caesar
- 143 posts
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Ah cool…no I did not do that! I just dragged/dropped the materials on to the dolls and that was it. Thank you.
Houdini Lounge » H15 great
- caesar
- 143 posts
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Here are all the new materials with their default values. There are two guys in the very back that have the toon shaders on them (you can see their legs), but they didn't render
Houdini Lounge » New tools in Max. Your two cents please...
- caesar
- 143 posts
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caesar hernandez
I left Autodesk products for Houdini due to its modeling proceduralism. I honestly prefer modeling this way than traditional approaches. Once I heard about MCG, I decided to go back to MAX and give it a fair shot. After a few days of trying it out, it simply felt like a toy that AD engineers quickly put together to pacify some executive's tantrum demand to compete with other node-based, procedural 3d applications. It has roughly 1% of the capabilities of Houdini's pinky.
To be fair, had I never heard of or worked with Houdini in any capacity, MCG would've been a much-needed and welcomed addition. But it just isn't even in the same ballpark when it comes to Houdini's procedural speed and capabilities.
Houdini Lounge » Modeling Toolbox
- caesar
- 143 posts
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vux
I don't want to create new topic. Just leave this here.
My last FX Reel
https://youtu.be/7JD7I-ywSuo [youtu.be]
Very cooool!
Houdini Lounge » New tools in Max. Your two cents please...
- caesar
- 143 posts
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I left Autodesk products for Houdini due to its modeling proceduralism. I honestly prefer modeling this way than traditional approaches. Once I heard about MCG, I decided to go back to MAX and give it a fair shot. After a few days of trying it out, it simply felt like a toy that AD engineers quickly put together to pacify some executive's tantrum demand to compete with other node-based, procedural 3d applications. It has roughly 1% of the capabilities of Houdini's pinky.
Houdini Indie and Apprentice » Geometry light and lambert
- caesar
- 143 posts
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Thank you guys for helping - I should've attached the scene file; I tried to be thorough and show the screenshot of the material I was using - the idea was to use a material to randomly vary the opacity of each window so they looked like individual units. So I built a new scene from scratch and the anomaly is not there any longer…I have no idea why! I built the shader the exact same way. :?
Here is the new scene file
Here is the new scene file
Houdini Indie and Apprentice » Geometry light and lambert
- caesar
- 143 posts
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Houdini Indie and Apprentice » Geometry light and lambert
- caesar
- 143 posts
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Houdini Indie and Apprentice » Geometry light and lambert
- caesar
- 143 posts
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Hello,
I have placed a box geometry light inside of another box that has a material with some transparent openings (windows on an apartment). The problem is that I can see the light on the material where there are no openings (circled blue line). Is there a way to prevent this? Renderer is using PBR with no shadows on the geo lights, although raytrace produces similar result'
Thank you,
~Caesar
I have placed a box geometry light inside of another box that has a material with some transparent openings (windows on an apartment). The problem is that I can see the light on the material where there are no openings (circled blue line). Is there a way to prevent this? Renderer is using PBR with no shadows on the geo lights, although raytrace produces similar result'
Thank you,
~Caesar
Houdini Learning Materials » UV Noise
- caesar
- 143 posts
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