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Technical Discussion » Trouble with Normals
- NFX
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Also whenever I try to use the suggested setup for tangent normal maps I get this weird hard shadow as shown in this file.
Technical Discussion » Trouble with Normals
- NFX
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Hi,
So I have always had issues with getting Houdini to work well with normal maps. However I was just playing around with normal maps and environment lights and noticed that my normal map was looking a lot better then when I used it with area lights. Any ideas why this is? Also any tips for working with normal maps in Houdini would be great. Here is my test file so you can see what I mean.
So I have always had issues with getting Houdini to work well with normal maps. However I was just playing around with normal maps and environment lights and noticed that my normal map was looking a lot better then when I used it with area lights. Any ideas why this is? Also any tips for working with normal maps in Houdini would be great. Here is my test file so you can see what I mean.
Technical Discussion » Unable to select points for edit weights
- NFX
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Update: I went and tried the tool in houdini fx 12.5 and it worked fine. When I went back to houdini fx 13 it was working again. Looks like the tool just hadn't loaded properly.
Technical Discussion » Unable to select points for edit weights
- NFX
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So the title says it. I am doing some rigging in houdini fx 13.0.314 and am unable to select points to add to the spreadsheet from the object viewer. Is this a bug or am I perhaps doing this wrong?
Technical Discussion » CrazyBump Normal Maps in Houdini
- NFX
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Thanks I looked at that one earlier and I think can't remember why it didn't work for me. I'll play around a bit and see if I can get it to work this time.
Technical Discussion » CrazyBump Normal Maps in Houdini
- NFX
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I have been having some issues with getting normal maps made in CrazyBump to work in houdini. After some looking around it sounded like it might be something to do with tangent normal maps. I tried a couple suggestions in old posts but I just can't seem to get it to work. Anyone have any experience with this sort of problem?
Technical Discussion » Instancing Instances
- NFX
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Thanks for the quick reply guys! Also thanks for responding to my vimeo message Peter. I had a feeling that was probably what the issue was but figured that if anyone knew a workaround you would. As for the packed primitives I just started playing around with them last night and they look promising. I just have some spec questions though. Is there much of a speed difference between packed prims and instancing? I think I heard something about it being better to pack a large number of objects together rather then just a single leaf? Is that right?
Also about LOD's I am was wondering if there is a big speed difference between an object modeled with simple NURBs vs. low res polys? Anyway, thanks for all the help!
Also about LOD's I am was wondering if there is a big speed difference between an object modeled with simple NURBs vs. low res polys? Anyway, thanks for all the help!
Technical Discussion » Instancing Instances
- NFX
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Hey, so I have been puzzling over whether there is a good way to do this for a while. Say I have a tree with instanced leaves and I want to make a forest of trees from it. Is there a way to instance the tree and still have the leaves render? Not sure if there is an obvious answer to this…
Technical Discussion » Combining Tree Geometry
- NFX
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Thanks for the reply. So I played around with the adaptivity and I have two big issues with it. Firstly it is putting a lot of polys into the smaller branches where I would prefer less detail and secondly if the branch is not along a specific axis then it's shape gets really messy when you turn up the adaptivity. Here is my .hip with the two methods I am testing as well as a video of a fellow who has somehow solved this issue in his own tree generator. Although he does mention that some parts were custom HDK nodes, so it it possible he built his own smoothing function. The part where he shows it off is about half way through.
https://vimeo.com/58316944 [vimeo.com]
https://vimeo.com/58316944 [vimeo.com]
Technical Discussion » Combining Tree Geometry
- NFX
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So recently I have been working on a tree generator and have been struggling with getting the right result for connecting the branches to the tree. Currently I am building the tree out of wires and then using the polywire sop to do the meshing. The problem I have run into is when the size of the trunk of the tree and the branch are different. This results in a weird buckling effect. The best alternative I have found so far as look was to convert the tree to VDBs and then back to mesh. However this loses the nice uv's that I had originally and puts my polycount through the roof. Any ideas how to get a better result?
Houdini Lounge » FEM force feedback
- NFX
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Thanks man! Such a simple solution that it's got me feeling kinda sheepish. Really makes sense once you think about it.
Houdini Lounge » FEM force feedback
- NFX
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Hello. I am currently trying to create a setup where an rbd object is dangling from a static object by a tube of FEM material. Unfortunately I am not sure how to get the rbd object to react to the internal stretching of the FEM object. Any ideas how to do this?
Technical Discussion » Cutting FEM objects
- NFX
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Technical Discussion » Cutting FEM objects
- NFX
- 183 posts
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I have recently been looking into using the new FEM tools for a surgery simulation. I really like the way it looks in simulations but for the life of me cannot figure out how to simulate a knife slicing through the material. I was wondering if anyone might have some ideas or insights into the new FEM solver that might help?
Thanks!
Thanks!
Technical Discussion » expressions for 'packed' fracture geo
- NFX
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So I have been working with using point attributes from sops to control the active state of fractured geometry in dops and noticed that the old point(“../blah”, $OBJ, “attribute”, 0) seems to no longer work with the new packed geometry feature in 13. Is there a proper way to do this given the new system?
Houdini Lounge » Offsetting Procedural Animation of Instances
- NFX
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So I have been trying to figure out how to offset instanced animation other then using the standard delayed load procedural method and while I feel there should be a better way, up to this point I have been drawing a blank. Is there a way to reference the points an object is being instanced to outside of the instance geo node kind of like the stamp() command?
I have attached a simple file set up in order to show my dilemma. Basically I would like to use the offset attribute from the instance points inside of the chop net of the box so that each box is offset by a frame depending on the point it is being instanced to. Any pointers or ideas of how this might be achieved with instancing would be awesome!
I have attached a simple file set up in order to show my dilemma. Basically I would like to use the offset attribute from the instance points inside of the chop net of the box so that each box is offset by a frame depending on the point it is being instanced to. Any pointers or ideas of how this might be achieved with instancing would be awesome!
Technical Discussion » Parenting and DOPs
- NFX
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I have been trying to use parented objects in a DOP network. For instance I have a bounds object that I would like to use but is parented to a null. I originally thought that I could reference the bounds object and have it update in the DOPS network as it was transformed by it's parent. However that doesn't seem the case. I'll attach the files if you need to see what I mean. Any tips on this would be great.
Technical Discussion » Creating Cloud Whirlpool
- NFX
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Technical Discussion » Creating Cloud Whirlpool
- NFX
- 183 posts
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I am working on an effect for a short film that involves a large wall of clouds that have a whirlpool like effect. While I have had success with extruding volumes along a path in smoke sims I am finding that creating a detailed whirlpool effect is a different beast as you have to deal with problems like density levels and the swirling movement causing a blowback effect. So after battling this problem for a while I have decided to breakdown and ask for advice. If anyone has any ideas I will be very greatful.
Technical Discussion » Ptex error with imported geometry
- NFX
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For those that may have similar issues with figuring out PTEX in the future I have attached a zip file containing a simple example of how to set up a PTEX network that includes alpha and imported geometry.
Buen Provecho!
Buen Provecho!
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