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Technical Discussion » Grouping UVs for UV Layout?
- matthias_k
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Technical Discussion » synch size of mesh an fur ?
- matthias_k
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Technical Discussion » Grouping UVs for UV Layout?
- matthias_k
- 483 posts
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Hmmm, maybe merge / uv-layout only the single objects together and then create the copies?
Edited by matthias_k - Feb. 9, 2018 01:36:40
Technical Discussion » Cone Constraint Problem
- matthias_k
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Technical Discussion » save all the material in the scène ?
- matthias_k
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Right Mouse Button Menu on Material
unlock… drag all files in Preflight window in the “green” tree … lock again if you like
houdini will copy the files after dragging in yout $HIP or $JOB directory
unlock… drag all files in Preflight window in the “green” tree … lock again if you like
houdini will copy the files after dragging in yout $HIP or $JOB directory
Edited by matthias_k - Feb. 8, 2018 18:05:43
Technical Discussion » save all the material in the scène ?
- matthias_k
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http://www.sidefx.com/docs/houdini/basics/project.html [www.sidefx.com] :-?
From main menu-> Render -> Preflight is maybe what you're looking for.
From main menu-> Render -> Preflight is maybe what you're looking for.
Technical Discussion » Random primitive selection changing over time progressively (City Lights Windows timelapse)?
- matthias_k
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See: http://www.sidefx.com/docs/houdini/model/attributes.html [www.sidefx.com]
Shading
shop_materialpath string
The path to a material to use to shade the surface when rendering. Overrides the object’s material is present on primitives.
On detail, prim
attached is a simple example
simply animate the sort or use a channel in the wrangle… whatever you like.
=============================
sorry, forgotten to say, you can use this to assign different groups, too
and then assign materials by group.
Shading
shop_materialpath string
The path to a material to use to shade the surface when rendering. Overrides the object’s material is present on primitives.
On detail, prim
attached is a simple example
simply animate the sort or use a channel in the wrangle… whatever you like.
=============================
sorry, forgotten to say, you can use this to assign different groups, too
and then assign materials by group.
Edited by matthias_k - Feb. 8, 2018 15:38:58
Technical Discussion » Procedural Curve Wrap Around
- matthias_k
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Simple approach, play the anim to see it growing.
Try to avoid overlapping via attribute….
new version, added comments
Try to avoid overlapping via attribute….
new version, added comments
Edited by matthias_k - Feb. 8, 2018 13:39:02
Technical Discussion » why does my fur that moves only in certain areas of my mesh?
- matthias_k
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Sorry, no french :-(
simply put a box (1,1,1) in your scene, the head is much bigger than a meter.
The voxels are like a grid (think of minecraft) where values are stored/computed.
Then this is transferred to deform the hair.
simply put a box (1,1,1) in your scene, the head is much bigger than a meter.
The voxels are like a grid (think of minecraft) where values are stored/computed.
Then this is transferred to deform the hair.
Technical Discussion » Procedural Curve Wrap Around
- matthias_k
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Technical Discussion » force recook after input change
- matthias_k
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If somebody is interested, direkt compare…
Performance Monitor says: UV_Layout is the “Spassbremse”
I'll try to fiddle the UVs in a compiled block, should be possible if I'm right :-)
Then refine, then maybe orbolt.
Performance Monitor says: UV_Layout is the “Spassbremse”
I'll try to fiddle the UVs in a compiled block, should be possible if I'm right :-)
Then refine, then maybe orbolt.
Edited by matthias_k - Feb. 5, 2018 16:19:19
Technical Discussion » why does my fur that moves only in certain areas of my mesh?
- matthias_k
- 483 posts
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Technical Discussion » why does my fur that moves only in certain areas of my mesh?
- matthias_k
- 483 posts
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Technical Discussion » UVs messed up after Boolean SOP?
- matthias_k
- 483 posts
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Maybe try an “Attribute Promote” and assign the UVs to the vertices.
Edited by matthias_k - Feb. 5, 2018 01:02:14
Technical Discussion » force recook after input change
- matthias_k
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Unfortunatly Polybevel and Polyextrude can not be used in compiled blocks
at this time, if I'm right.
at this time, if I'm right.
Technical Discussion » force recook after input change
- matthias_k
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Hi jsmack,
many thanks for the hint and the links :-)
I'll do a rework and try it with compiled blocks which will be faster than, too.
many thanks for the hint and the links :-)
I'll do a rework and try it with compiled blocks which will be faster than, too.
Edited by matthias_k - Feb. 4, 2018 12:30:02
Technical Discussion » force recook after input change
- matthias_k
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Technical Discussion » force recook after input change
- matthias_k
- 483 posts
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Hi all,
while working on a simple commode hda I need some help :-)
How can I force a recook if the input is connected/disconnected?
while working on a simple commode hda I need some help :-)
How can I force a recook if the input is connected/disconnected?
Technical Discussion » Redshift, Arnold, Mantra,Octane,Renderman
- matthias_k
- 483 posts
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What do you mean with “more detailed” :-?
Is it possible to share a render with explanation?
To add some render solutions: Clarisse and… (I've not said this: Lightwave 2018 <- :-)
Is it possible to share a render with explanation?
To add some render solutions: Clarisse and… (I've not said this: Lightwave 2018 <- :-)
Edited by matthias_k - Feb. 2, 2018 17:36:26
Technical Discussion » Rendering an Aircraft Flying Through Fog
- matthias_k
- 483 posts
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Maybe this are your friends:
Deep image compositing:
https://vimeo.com/61749422 [vimeo.com]
Cryptomatte:
https://vimeo.com/241036613 [vimeo.com] at 47:20, see comments
http://www.sidefx.com/docs/houdini/nodes/cop2/cryptomatte.html [www.sidefx.com]
+ Forced Phantom Rendering
Deep image compositing:
https://vimeo.com/61749422 [vimeo.com]
Cryptomatte:
https://vimeo.com/241036613 [vimeo.com] at 47:20, see comments
http://www.sidefx.com/docs/houdini/nodes/cop2/cryptomatte.html [www.sidefx.com]
+ Forced Phantom Rendering
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