Forgot your password?
Click here
•
No account yet?
Please Register
•
Or login using
EN
Login
Toggle Navigation
Products
What's New in H21
Overview
Animation
Rigging
CFX
VFX
Lookdev
Copernicus
Terrain & Modeling
Houdini
Overview
FX Features
CORE Features
Solaris
PDG
Houdini Engine
Overview
Engine Plug-Ins
Batch
Karma Renderer
Overview
Compare
Compare
SideFX Labs
Partners
Industries
Film & TV
Game Development
Motion Graphics
Virtual Reality
Synthetic Data for AI/ML
Community
Forum
News Feed
Overview
Project Profiles
Houdini HIVE Events
Contests & Jams
Gallery
Event Calendar
User Groups
Artist Directory
Houdini Merch Store
Learn
Tutorials
Overview
My Learning
Learning Paths
Tutorial Library
Content Library
Tech Demos
Talks & Webinars
Education Programs
Overview
Students
Instructors
Administrators
List of Schools
Resources
Support
Customer Support
Licensing
Overview
Commercial
Indie
Education
Help Desk | FAQ
H21 System Requirements
Documentation
Changelog / Journal
Report a Bug/RFE
Try | Buy
Try
Buy
Download
Contact Info
Advanced Search
Forums
Technical Discussion
normalmap
normalmap
8081
6
1
michael
Member
66 posts
Joined: July 2005
Offline
June 6, 2003 3:35 a.m.
hi,
has anyone an idea, how to render a “normal-map” like in maya or max with houdini ????
just for better understanding : ( this was done with maya )
ops:
http://odforce.net/forum/index.php?act=ST&f=15&t=1008&s=848611106d72cc16be5ba1e1dceef203
[
odforce.net
]
Michael Fuchs -|- Owner Sparkling Design -|- Austria
Sparkling Design
[
sparkling-design.com
]
old_school
Staff
2540 posts
Joined: July 2005
Offline
June 6, 2003 4:24 a.m.
Trivial.
Two simple ways:
1) mantra output driver deep raster and choose N for the Vex Variable and render. In Mplay, just choos N as the view and there you are.
2) in VOPs, just put down a render globals and wire N in to Cf, drag any of the vops on to your object, render, voila.
There's at least one school like the old school!
michael
Member
66 posts
Joined: July 2005
Offline
June 6, 2003 5:42 a.m.
ok thanks jeff,
that's easy, I use the VOP version.
but how I go from step 2. to 3. ??
I have tried “mantra -u myobj:uv” –> always a black frame
Michael Fuchs -|- Owner Sparkling Design -|- Austria
Sparkling Design
[
sparkling-design.com
]
edward
Member
8062 posts
Joined: July 2005
Offline
June 6, 2003 8:38 a.m.
Just making sure, but do you have vertex (as opposed to point) uv's on your geometry?
anakin78z
Member
80 posts
Joined: July 2005
Offline
June 6, 2003 12:50 p.m.
I get the same… black frame. And I am using vertex attributes.
:cry:
anakin78z
Member
80 posts
Joined: July 2005
Offline
June 6, 2003 12:57 p.m.
but it works in 5.5.305
:?
anakin78z
Member
80 posts
Joined: July 2005
Offline
June 6, 2003 2:10 p.m.
I posted a test here:
http://odforce.net/forum/index.php?s=6de1b548eaf0b169d76c13b5f3236853&act=ST&f=15&t=1008&st=0&#entry6820
[
odforce.net
]
Quick Links
Search links
Show recent posts
Show unanswered posts
Jump to
News
Houdini Indie and Apprentice
Houdini Lounge
Technical Discussion
Work in Progress
Houdini Learning Materials
BYOC + Illume
Houdini for Realtime
Solaris and Karma
Rigging
Animation
PDG/TOPs
The Orbolt Smart 3D Asset Store
Houdini Jobs
日本語フォーラム
Licensing
Houdini Engine API
Houdini Engine for Unreal
Houdini Engine for Unity
Houdini Engine for Maya
Houdini Engine for 3ds Max
2025 Game Art Challenge
Mardini 2025
Mardini 2023
H20 Tech Art Challenge
Mardini 2024
SideFX Labs Tech Art Challenge 2022
MARDINI Daily Art Challenge 2022
SideFX Labs Tech Art Challenge 2021
MARDINI Daily Challenge 2021
Nodevember 2020
HOULY Daily Challenge
3rd Party
SI Users
Choose language
English
日本語