hi thx J.C
yeah i gathered it had something to do with scale, but i wasn't sure.. and i couldn't figure out what MKS and CKS stood for?
i guess it's part of the magic of houdini…
jason
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Houdini Lounge » Particle fluid solver help card: changing from MKS to CKS
- JasonSlab
- 1533 posts
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Houdini Lounge » PBR lights:Physically Correct Attenuation
- JasonSlab
- 1533 posts
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hi
I'm trying to setup a interior PBR scene, as soon as i use Physically Correct Attenuation on my lights the scene becomes to noisy to even see whats going on.
so the question is, are we NOT supposed to use physically correct lights for physically based rendering? :?
jason
I'm trying to setup a interior PBR scene, as soon as i use Physically Correct Attenuation on my lights the scene becomes to noisy to even see whats going on.
so the question is, are we NOT supposed to use physically correct lights for physically based rendering? :?
jason
Houdini Lounge » Particle fluid solver help card: changing from MKS to CKS
- JasonSlab
- 1533 posts
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Houdini Lounge » Particle fluid solver help card: changing from MKS to CKS
- JasonSlab
- 1533 posts
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Technical Discussion » Yup - more PBR questions
- JasonSlab
- 1533 posts
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hey
just wanted to add that this happens with other render engines to, like Vray, it's actually great for comping(nuke), you can adjust the exposure to extract only the hotspots and use that for blown out highlight, glows etc..
jason
just wanted to add that this happens with other render engines to, like Vray, it's actually great for comping(nuke), you can adjust the exposure to extract only the hotspots and use that for blown out highlight, glows etc..
jason
Technical Discussion » Yup - more PBR questions
- JasonSlab
- 1533 posts
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hey stu
i can't d/load your scene, so i did a quick test using the trace node for reflections, seems to be working fine for me
jason
i can't d/load your scene, so i did a quick test using the trace node for reflections, seems to be working fine for me
jason
Technical Discussion » New fracture test
- JasonSlab
- 1533 posts
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heydabop
Okay. I wish Houdini's shatter worked better.
yes lets hope they fix it in the future
the sim looks good, i'd actually like to run that geometry through XSI, 8 hours seems like quite a long time..
jason
Technical Discussion » HDR workflow
- JasonSlab
- 1533 posts
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hey Rob
yeah i read the forum yesterday, are you planning on building this into a surface shader?
i personally find using evirn maps at shader level bit of a pain, especially when you have loads of objects in the scene and you want to change the reflection map..
jason
yeah i read the forum yesterday, are you planning on building this into a surface shader?
i personally find using evirn maps at shader level bit of a pain, especially when you have loads of objects in the scene and you want to change the reflection map..
jason
Technical Discussion » HDR workflow
- JasonSlab
- 1533 posts
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just checking here, but i take it that you can only see reflections from the environ light when rendering with PBR? it's been bugging me for a while that it doesn't do so in MPR..
jason
jason
Technical Discussion » HDR workflow
- JasonSlab
- 1533 posts
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he
i was actually trying to find a good way to change exposures the other day!
i can't believe that such a SIMPLE thing isn't standard in Houdini!
Actually i feel the whole HDR IBL/reflection workflow needs better support, it's kinda all over the place for me at the moment, or is it just me?
jason
i was actually trying to find a good way to change exposures the other day!
i can't believe that such a SIMPLE thing isn't standard in Houdini!
Actually i feel the whole HDR IBL/reflection workflow needs better support, it's kinda all over the place for me at the moment, or is it just me?
jason
Houdini Lounge » Autodesk Acquires Side FX! (just joking...)
- JasonSlab
- 1533 posts
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you guys at SESI sould pick up a copy to check out!
one of the best features (for me at least) is the speed, man it's fast!!
jason
one of the best features (for me at least) is the speed, man it's fast!!
jason
Houdini Lounge » New Digital-tutors tutorials -Intro to Mantra!!!!
- JasonSlab
- 1533 posts
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Houdini Lounge » PBR photons workflow question
- JasonSlab
- 1533 posts
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hi
so when i generate photons do i adjust both photon settings in the “photon output driver” and the “render output driver”?
like Photon Storage Count, View Photon Supersamples, Global Count, etc…
same goes for caustics?
The documentation is a little fuzzy here!
thx
jason
so when i generate photons do i adjust both photon settings in the “photon output driver” and the “render output driver”?
like Photon Storage Count, View Photon Supersamples, Global Count, etc…
same goes for caustics?
The documentation is a little fuzzy here!
thx
jason
Technical Discussion » Fluids and Collisions
- JasonSlab
- 1533 posts
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hey
try increasing the thickness(the extrude) of your tube, so there is more Volume! by doing this you can also decrease your volume divisions by alot!
use this for your sim but keep original size tube for rendering
jason
try increasing the thickness(the extrude) of your tube, so there is more Volume! by doing this you can also decrease your volume divisions by alot!
use this for your sim but keep original size tube for rendering
jason
Technical Discussion » PBR rendering of volumes
- JasonSlab
- 1533 posts
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Houdini Lounge » Proper Displacement
- JasonSlab
- 1533 posts
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hey
at object level, on your Geometry go to the Render tab, go to the Geometry tab under that, there you will find a “Polygons as Subdivision” toggle that on and your on your way
hope that helps
jason
at object level, on your Geometry go to the Render tab, go to the Geometry tab under that, there you will find a “Polygons as Subdivision” toggle that on and your on your way
hope that helps
jason
Technical Discussion » New Fur Workflow
- JasonSlab
- 1533 posts
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nope not for long hair, if that's what you are doing?
hopefully SESI is working on some good styling tools like shave and haircut for H10?
jason
hopefully SESI is working on some good styling tools like shave and haircut for H10?
jason
Houdini Lounge » fur:motion blur
- JasonSlab
- 1533 posts
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Houdini Lounge » fur:motion blur
- JasonSlab
- 1533 posts
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hi
i can't for the life of me get motion blur to work with the fur tool.
i've added a velocity attribute to my deforming mesh and turned on “geometry velocity blur” on both my skin and the fur tool geometry nodes.
i noticed that the v point attribute from my deforming skin is converted to a primitive attribute after the fur node, just wondering if this is the problem?
how do i get the procedural to be motion blurred?
i'm using 9.5.169 64bit on winXP
thx
jason
i can't for the life of me get motion blur to work with the fur tool.
i've added a velocity attribute to my deforming mesh and turned on “geometry velocity blur” on both my skin and the fur tool geometry nodes.
i noticed that the v point attribute from my deforming skin is converted to a primitive attribute after the fur node, just wondering if this is the problem?
how do i get the procedural to be motion blurred?
i'm using 9.5.169 64bit on winXP
thx
jason
Houdini Lounge » Fur Braids?
- JasonSlab
- 1533 posts
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hey
i've been playing with the new fur tools for a few days, i must say they are really cool, well done SESI!!
as for doing braids, i'd say you would have to create custom guides, and you could use the same guides as clumping to keep the hair together.
would be nice if there was a procedural that created braided and curly hair , if that's even possible?
jason
i've been playing with the new fur tools for a few days, i must say they are really cool, well done SESI!!
as for doing braids, i'd say you would have to create custom guides, and you could use the same guides as clumping to keep the hair together.
would be nice if there was a procedural that created braided and curly hair , if that's even possible?
jason
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