You don't use an ao map with a photorealistic material. The lighting is calculated using path tracing.
There is a "passthrough" slot on some baking materials that tell the exporter which map will be the ao map on export. The principled material might not have this passthrough slot.
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Technical Discussion » How to use AO map with Principled Shader?
- jsmack
- 7771 posts
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Solaris and Karma » Karma XPU stuck on initialization and geo refuse to load
- brians
- 470 posts
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Ok that is strange, seems like a bug then.
Is it possible you could submit a bug report, with repro scene and clear repro steps?
Thanks
Is it possible you could submit a bug report, with repro scene and clear repro steps?
Thanks
Houdini Indie and Apprentice » How to use distance for effect fall off ?
- EZiniT
- 18 posts
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Personally I would keep it as simple as possible when learning Houdini and try to stick too just using basic nodes, it's pretty mind blowing how much can be achieved with them.
If you *really* want to learn the math of 3D ...urgh, I remember being there....A great little book that I can recommend as a starting point is '3D Math Primer for graphics and game development' it has lots of diagrams and example explanations of most
of the formulas to give you a good start.
If you *really* want to learn the math of 3D ...urgh, I remember being there....A great little book that I can recommend as a starting point is '3D Math Primer for graphics and game development' it has lots of diagrams and example explanations of most
of the formulas to give you a good start.
Technical Discussion » it is my first question about vex
- ObeidaZakzak
- 97 posts
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raincole
Is it possible to define a verb with SOP nodes (or python, or vex?).
A possible way to do something like this is to define a compiled block (or a compiled graph), then use the Invoke SOP (or Invoke Compiled Graph SOP) as a verb to invoke your compiled block (or compiled graph).
SideFX is using these two methods :
- compiled blocks for custom brushs in SOP-level HDA viewer state, you can take a look at the HDA Python module of the Texture Mask Paint SOP (added in Houdini20)
- compiled graphs for render-time procedurals in Solaris, they do the invoke stuff using a python script called
invokegraph.py
that you can find under $HFS/houdini/husdplugins/houdiniprocedurals
Technical Discussion » Point cloud: Where does this web-like pattern come from?
- ObeidaZakzak
- 97 posts
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More of an optical illusion in Perspective view (not sure if it has a proper name ^^).
You can notice that points are evenly separated in Front/Top/Right Orthographic views.
You can notice that points are evenly separated in Front/Top/Right Orthographic views.
Technical Discussion » Saving HDAs to network drive on Windows problems.
- ObeidaZakzak
- 97 posts
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Sounds like a similar issue reported in this thread https://www.sidefx.com/forum/topic/93227/ [www.sidefx.com] that was already fixed in recent versions
Houdini Lounge » UV Image Viewer
- ObeidaZakzak
- 97 posts
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Maybe you could use a File COP inside a copnet to load a texture and view it in the Composite View.
Solaris and Karma » Karma PNG bit depth
- pixelninja
- 31 posts
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Yeah just trying to avoid any double handling of renders.
I agree it's not ideal, I'm just trying to meet the preference of the comper.
The project is EXTREMELY large scale and so it's an odd case in that filesize is more important than precision. I'm already having to normalise the data to fit the 0-1 range for the pngs anyway.
I might be able to convince them to go with compressed exr sequences if I can get the data into the colour channel to avoid them having to extract it for every pass.
I agree it's not ideal, I'm just trying to meet the preference of the comper.
The project is EXTREMELY large scale and so it's an odd case in that filesize is more important than precision. I'm already having to normalise the data to fit the 0-1 range for the pngs anyway.
I might be able to convince them to go with compressed exr sequences if I can get the data into the colour channel to avoid them having to extract it for every pass.
Solaris and Karma » SOP Intrinsic: usdViewportPurpose
- pixelninja
- 31 posts
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Heileif
Im only on my phone.
But if I remember correctly you only need create a string attribute named purpose with purpose you want as value.
That's definitely the case for sending geo from sops to lops. I think cdordelly is asking about a clear attribute to show what the purpose was when getting geo into sops from lops.
I had a quick look and I ran into the same thing, an intrinsic array is created that ends up being the same across all geo so you need to rely on the path to determine the purpose.
Technical Discussion » How to use AO map with Principled Shader?
- litote
- 229 posts
- Offline
I have a reason for using the AO map. It is often used in game engines. In Maya, for example, you can directly feed it in to the material.
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