Until you get an answer who knows better than I….
Did you try using a mesh in Houdini with a lower ‘resolution’ that keeps the same ratios? ie.
Instead of a mesh that uses 13,500 x 6750 - maybe 1,350 x 675?
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Technical Discussion » Emitting Particles via High Resolution Texture Map on Low Res Geometry
- BabaJ
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Technical Discussion » Modify normal angle
- BabaJ
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Technical Discussion » simple question - normal based emitter
- BabaJ
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You could follow the grid with a point wrangle node that has the following in it:
@v = @N;
@v = @N;
Houdini Lounge » how do Houdini upgrades work?
- BabaJ
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Best to ask support just to make sure, but yes I'm pretty sure it's based on time ( yearly subscription ).
I was on 15.5 when I upgraded to Indie.
16 came out before my 1 year was up and I didn't have to dish out extra to use 16
I was on 15.5 when I upgraded to Indie.
16 came out before my 1 year was up and I didn't have to dish out extra to use 16
Technical Discussion » Seperate Sims in Scene
- BabaJ
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Thanks jsmack.
Just wanted to check if I was missing something already there.
Yeah, I think I will submit an RFE, from what you are saying doesn't seem like it would be difficult to implement.
EDIT: Done….'…I submitted your suggestion as RFE #86340…"
Just wanted to check if I was missing something already there.
Yeah, I think I will submit an RFE, from what you are saying doesn't seem like it would be difficult to implement.
EDIT: Done….'…I submitted your suggestion as RFE #86340…"
Edited by BabaJ - Nov. 8, 2017 15:45:27
Technical Discussion » rotation interpolation in H16.5
- BabaJ
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Technical Discussion » Seperate Sims in Scene
- BabaJ
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I was wondering if there is a way to use the shelf tool for say, Source Particle Emitter,
to establish its own DOP network when used instead of embedding itself into an existing dopnetwork of the file?
It's a very minor issue as one can simply do this manually, but I guess this default behaviour is meant to support typical workflows.
to establish its own DOP network when used instead of embedding itself into an existing dopnetwork of the file?
It's a very minor issue as one can simply do this manually, but I guess this default behaviour is meant to support typical workflows.
Houdini Lounge » Meaning of License Types
- BabaJ
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Houdini Lounge » Meaning of License Types
- BabaJ
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Hello,
Curious about the different licenses and was hoping someone might be able to explain.
I only purchased Indie, but when I go to license manager I see 3 choices:
Houdini-Master-NonCommercial
Houdini-Indie
Render-NonCommercial
Does this mean if I only redeem Houdini-Indie that I could work with a hip file in Indie, but I wont be able to render because I didn't redeem ‘Render-NonCommercial’?
Same likewise for ‘Houdni-Master-NonCommercial’, probably be able to use core features but not special fx shelf tools or something like that?
Thanks
Edit: To be more technically correct, I guess I should say ‘Product-Type’ rather than ‘License Type’
Curious about the different licenses and was hoping someone might be able to explain.
I only purchased Indie, but when I go to license manager I see 3 choices:
Houdini-Master-NonCommercial
Houdini-Indie
Render-NonCommercial
Does this mean if I only redeem Houdini-Indie that I could work with a hip file in Indie, but I wont be able to render because I didn't redeem ‘Render-NonCommercial’?
Same likewise for ‘Houdni-Master-NonCommercial’, probably be able to use core features but not special fx shelf tools or something like that?
Thanks
Edit: To be more technically correct, I guess I should say ‘Product-Type’ rather than ‘License Type’
Edited by BabaJ - Nov. 7, 2017 17:24:55
Houdini Lounge » Principled shader Viewport texture display?
- BabaJ
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If above written is correct I think this is a very fragile system with a lot of room for improvement.
Maybe an adjustment in workflow might be a good approach?
Instead of trying to set up the viewport to display everything, just tab to the render window that's set up with the same camera as viewport and render the scene to give you an idea of where your at in your work in terms of shading.
Technical Discussion » Emission not working on diffuse
- BabaJ
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Ok..but as I said…turning your sphere into a geolight allows you to control the diffuse on the grid with your emission from the shader.
And because of that, you no longer need the point light.
And because of that, you no longer need the point light.
Technical Discussion » Houdini and Redshift Rendering issue
- BabaJ
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That's a really interesting use of logic I've never seen before in the prim wrangle:
@Alpha = invis != 0;
I was puzzled because I was assuming to think of it as an ‘if’ condition in that @Alpha would get the value of invis so long as it wasn't 0.
But it's taken as True/False; @Alpha getting that 0 or 1 ‘result’.
@Alpha = invis != 0;
I was puzzled because I was assuming to think of it as an ‘if’ condition in that @Alpha would get the value of invis so long as it wasn't 0.
But it's taken as True/False; @Alpha getting that 0 or 1 ‘result’.
Technical Discussion » Emission not working on diffuse
- BabaJ
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Technical Discussion » Emission not working on diffuse
- BabaJ
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Then just turn off the point light instead of using a very small value.
Edit: Or if you want to keep the point light, turn the sphere into a geolight.
Edit: Or if you want to keep the point light, turn the sphere into a geolight.
Edited by BabaJ - Nov. 4, 2017 20:11:10
Technical Discussion » Emission not working on diffuse
- BabaJ
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Your shader isn't creating the ‘issue’;
Move your ‘point’ light up the y axis more and give it more intensity/exposure.
Move your ‘point’ light up the y axis more and give it more intensity/exposure.
Technical Discussion » Emission not working on diffuse
- BabaJ
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Houdini Lounge » Notepad++ Language Definitions?
- BabaJ
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I use sublimetext3 for this purpose.
It has ‘template’ options to highlight for your language of choice which you can edit.
Since vex syntax is similar to C/C++ you can use one of those templates and add/take away some to customize it for your vex use.
It has ‘template’ options to highlight for your language of choice which you can edit.
Since vex syntax is similar to C/C++ you can use one of those templates and add/take away some to customize it for your vex use.
Technical Discussion » Adding Material to Geometry Used as Light Source Hangs Render
- BabaJ
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Technical Discussion » Adding Material to Geometry Used as Light Source Hangs Render
- BabaJ
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Ok…simplified the file a bit more. No switches and reduced to two objects.
Either one can be rendered when their geolight is turned on, but not both at the same time.
Either one can be rendered when their geolight is turned on, but not both at the same time.
Technical Discussion » Adding Material to Geometry Used as Light Source Hangs Render
- BabaJ
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Hi Rob,
Thanks for the input.
Perhaps I shouldn't have put those switches in there to begin with.
Just wanted to show all 4 work when there is no material, but not when there is.
Would like to have them ‘hardwired’ with materials and to begin with and be able to render.
Thanks for the input.
Perhaps I shouldn't have put those switches in there to begin with.
Just wanted to show all 4 work when there is no material, but not when there is.
Would like to have them ‘hardwired’ with materials and to begin with and be able to render.
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