What is the relationship between transparency and opacity in the Principled Shader?
H16 introduced opacity to the Principled Shader but the help docs haven't been updated yet.
Thanks!
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Technical Discussion » transparency and opacity
- kevinthebright
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Technical Discussion » Using VEX to create groups by attribute
- kevinthebright
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Thanks for this jsmack. I see what you did.
Yes, I usually bind variables while writing VEX so I can see them in the geo spreadsheet. I set up a loop so I could do other stuff to the group.
-k
Yes, I usually bind variables while writing VEX so I can see them in the geo spreadsheet. I set up a loop so I could do other stuff to the group.
-k
Technical Discussion » Using VEX to create groups by attribute
- kevinthebright
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Hi BabaJ,
Thanks! Setpointgroup works perfectly! The string concat work (creates the string). I meant it didn't accomplish what I needed. I'll edit to clarify that. Here's the final code in case its helpful for others.
i@startpoints = chi(“../scatter1/npts”);
s@test = itoa(@id);
for (int i=0; i < @startpoints+1; i++){
s@groupname = concat(“group_”, @test);
if (i==@id){
setpointgroup (0, @groupname, @ptnum, 1, “set”);
}
}
Thanks! Setpointgroup works perfectly! The string concat work (creates the string). I meant it didn't accomplish what I needed. I'll edit to clarify that. Here's the final code in case its helpful for others.
i@startpoints = chi(“../scatter1/npts”);
s@test = itoa(@id);
for (int i=0; i < @startpoints+1; i++){
s@groupname = concat(“group_”, @test);
if (i==@id){
setpointgroup (0, @groupname, @ptnum, 1, “set”);
}
}
Technical Discussion » Using VEX to create groups by attribute
- kevinthebright
- 208 posts
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I want to create an arbitrary number of groups based on an attribute using VEX. The basic set-up is pretty simple:
Put down some Geo > Scatter arbitrary number of points on Geo > Feed those points into POPNet > Feed particles from POPNet into a Trail SOP > Use Add SOP to create lines from particle trails by grouping by attribute (id). That works great but I want to use VEX to create the groups instead of using the Add SOP.
My problem is that I haven't been able to figure out the correct VEX syntax, in particular, how to set the group name to the @id attribute (each trail inherits the @id of the originating particle) like so:
i@startpoints = chi(“../scatter1/npts”); // get the number of scattered points
s@test = itoa(@id); // convert id to string
for (int i=0; i < @startpoints+1; i++){ // loop over points
s@groupname = concat(“group_”, @test); // this creates strings matched to @ids, e.g., group_0
// not what I need
if (i==@id){
i@group_***** = 1; // ***** is where I'm stuck, how to read i into the groupname
} // I thought I could use ` ` to read it in but that fails. ?
}
I can achieve the effect I need with the Add SOP but I feel like I'm missing something in my understanding of VEX here and would love to sort it out. Any help would be much appreaciated.
Put down some Geo > Scatter arbitrary number of points on Geo > Feed those points into POPNet > Feed particles from POPNet into a Trail SOP > Use Add SOP to create lines from particle trails by grouping by attribute (id). That works great but I want to use VEX to create the groups instead of using the Add SOP.
My problem is that I haven't been able to figure out the correct VEX syntax, in particular, how to set the group name to the @id attribute (each trail inherits the @id of the originating particle) like so:
i@startpoints = chi(“../scatter1/npts”); // get the number of scattered points
s@test = itoa(@id); // convert id to string
for (int i=0; i < @startpoints+1; i++){ // loop over points
s@groupname = concat(“group_”, @test); // this creates strings matched to @ids, e.g., group_0
// not what I need
if (i==@id){
i@group_***** = 1; // ***** is where I'm stuck, how to read i into the groupname
} // I thought I could use ` ` to read it in but that fails. ?
}
I can achieve the effect I need with the Add SOP but I feel like I'm missing something in my understanding of VEX here and would love to sort it out. Any help would be much appreaciated.
Edited by kevinthebright - April 10, 2017 13:05:51
Houdini Indie and Apprentice » Creating points then making them age over time.
- kevinthebright
- 208 posts
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Matt has a great example they may help if you want to do it in VEX.
http://www.tokeru.com/cgwiki/index.php?title=HoudiniVex#Solver_and_wrangle_for_branching_structures [tokeru.com]
Kevin
http://www.tokeru.com/cgwiki/index.php?title=HoudiniVex#Solver_and_wrangle_for_branching_structures [tokeru.com]
Kevin
Houdini Indie and Apprentice » particles to spheres
- kevinthebright
- 208 posts
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Houdini Lounge » Network Viewer
- kevinthebright
- 208 posts
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Thanks BabaJ. It appears to be a bug. When I set ShowOverview to Never, it works until I invoke it by hitting the O key. After I toggle it off again, the ShowOverview re-sets itself to When Needed.
I'll send it in, Kevin
I'll send it in, Kevin
Houdini Lounge » Network Viewer
- kevinthebright
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Small nit but is it possible to set the Network Viewer non-on to “off” instead of “automatic.” Right now, if you hit O, the Network Viewer box appears. Perfect but if you hit O again and it goes to “automatic” which means it pops up a lot. I find it distracting.
In monkeying around with it, I did discover shift-O which is super useful.
In monkeying around with it, I did discover shift-O which is super useful.
Houdini Lounge » Tutorials need content attached
- kevinthebright
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It's a good point though. I stopped watching most of the ones that don't include the .hip file unless they're just great at tutorials.
Houdini Lounge » Opening multiple versions of Indie
- kevinthebright
- 208 posts
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Sanity check. I thought I could use the terminal (houdini -indie) to open sessions of Indie in 15.5. In 16, it opens FX instead. Is that the intended result?
To open multiple versions of Indie, do I need additional licenses?
To open multiple versions of Indie, do I need additional licenses?
Houdini Lounge » NASA (free) software catalogue
- kevinthebright
- 208 posts
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Technical Discussion » Terminal will not start Indie?
- kevinthebright
- 208 posts
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I double-checked my paths, etc and can't find anything different from 15.5 except some environment variable now have no effect so maybe that's it.
sean mills
On Arch Linux I have 15.5 and earlier running fine, but I can't get anything from 16 to launch, no hkey, no houdini, nothing. I submitted a ticket as I suspect there may be some new dependency I dont have
Technical Discussion » Terminal will not start Indie?
- kevinthebright
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OK, thanks Artye. I deleted Apprentice thinking H might keep looking for a licenesed version to run but that didn't work. I'll check my file paths and see if something is tangled up.
Technical Discussion » Terminal will not start Indie?
- kevinthebright
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When I crank up the shell terminal and “houdini -indie”, the terminal munches for a couple seconds and then resets to >. No Indie, no exit code, etc. This happens when I'm trying to start from scratch or to open a second Indie while another one renders.
Anyone else getting this?
Anyone else getting this?
Houdini Lounge » General QT5 interface issues - MacOs [née Popup windows intermittently losing look]
- kevinthebright
- 208 posts
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On my Mac, I sometimes (?!) get an empty Python module when I click help and sometimes just when hovering over a parameter input for too long. Also, really strange UI senstivity and small window delays with both the Wacom and the mouse. All normal on 15.5.
Just tossing it out there in case other folks are getting odd behaviour too. I'll do a proper support ticket if the next couple daily builds don't clear it up.
Kevin
MacOSX Pro dual700s OSX 10.12.3
Just tossing it out there in case other folks are getting odd behaviour too. I'll do a proper support ticket if the next couple daily builds don't clear it up.
Kevin
MacOSX Pro dual700s OSX 10.12.3
Houdini Learning Materials » Tutorial on using the shell, etc
- kevinthebright
- 208 posts
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Terminal. I never use it. I hear its great.
I'd love a tutorial on the Top 10 Things I Should Be Using The Shell / Command Line To Do. Simple walkthrough of daily uses to get me in the habit of doing things from the command line.
Also, if you wanted to toss in a refresher on the whole ., .., ../, ..// thing, awesome. Mostly i get this stuff but why would anyone ever use ..// when ../ takes you to the root? I see it all the time in H. Where does the second take you? The metaverse?
Frosting on the Unixy cake would be a run-through / examples of all the nifty op…: VEX functions. Love them. Always find them confusing to implement.
OK, that was a ramble but hopefully it makes sense.
I'd love a tutorial on the Top 10 Things I Should Be Using The Shell / Command Line To Do. Simple walkthrough of daily uses to get me in the habit of doing things from the command line.
Also, if you wanted to toss in a refresher on the whole ., .., ../, ..// thing, awesome. Mostly i get this stuff but why would anyone ever use ..// when ../ takes you to the root? I see it all the time in H. Where does the second take you? The metaverse?
Frosting on the Unixy cake would be a run-through / examples of all the nifty op…: VEX functions. Love them. Always find them confusing to implement.
OK, that was a ramble but hopefully it makes sense.
Houdini Lounge » Practicing Patience for release 16
- kevinthebright
- 208 posts
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You might want to start with Substance Painter instead of Designer too. At Siggraph Allego told me Painter would export .sbsars soon (and you could pull them into Houdini with the Substance plug-in).
Artye
A great shortcut to upgrading materials and rendering would be use a Substance Designer with the Houdini plug-in, and, Octane or Redshift. Then when they are too limiting you can move into Mantra
Technical Discussion » Benefits of bumping RAM up
- kevinthebright
- 208 posts
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Technical Discussion » Benefits of bumping RAM up
- kevinthebright
- 208 posts
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Thanks guys. According to Activity Monitor, I max CPU way before RAM gets filled most of the time (pyro, destruction, rendering) which surprised me. I'll throw some fluid sims at it today and report back.
Technical Discussion » Benefits of bumping RAM up
- kevinthebright
- 208 posts
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I'm running a Mac Pro with 32Gb RAM. I'm thinking I'll bump that to 64Gb (about $400) but wondering if I should go to 96Gb (about $850)? Thoughts on 32 vs 64 vs 96? Also, anyone know Houdini's upper limit to addressing available RAM?
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