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Houdini Lounge » Camouflage Shader
- Peacemaker2000
- 11 posts
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This looks so cool … now I only need to find and assign nice materials to the other parts of the model. That'll be a lot of work
Houdini Lounge » Camouflage Shader
- Peacemaker2000
- 11 posts
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Wow, this looks amazing … I'll post a picture what it looks like on the model after I get home from work 8)
Houdini Lounge » Camouflage Shader
- Peacemaker2000
- 11 posts
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I allmost finished a Mech Warrior like model for class at university and just started to play around with shaders. I took a nice fresnel shader example from odforce which kinda looks nice on the model, but I think for a war machine like this a matt camouflage pattern would be much nicer than shiny metal. Has anyone done this in Houdini or can anyone tell me how to build a pattern like this one [blog.rxgrafix.com]?
Unfortunality I'm unable to show you the whole model yet (don't know what my prof would say) but I think I can give you a sneak peak. Maybe in a few weeks after I passed this class I can show you more and maybe share this model on exchange.
Unfortunality I'm unable to show you the whole model yet (don't know what my prof would say) but I think I can give you a sneak peak. Maybe in a few weeks after I passed this class I can show you more and maybe share this model on exchange.
Technical Discussion » Subdivide polygons by resampled points
- Peacemaker2000
- 11 posts
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I'm trying to subdivide/bricker some polygons of a more complex geometry. Because the polygos all have their specific orientation I couldn't get the Divide SOP to work correctly. So i tried a Resample SOP and resampled the polygons by edge which works quite well with the different orientations. I know this is somehow stupid, but I'm unable to bricker the polygons by the newly created points. Any idead would be appritiated :roll:
Technical Discussion » Accumulate values while copying
- Peacemaker2000
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Thanks, that's quite nice and easy to handle. At first I had very similar idea, and used a curve to model the pipe. But when you want to bend more than 90 degrees (and even 90 degrees) you have this sharp edge inside the curve and there is no inner radius while bending, which looks pretty kinky. So you have to add more points with a lower outer radius instead of one point with this big radius to have a bend like the one in the attached image. The algorithm should be pretty simple, but I have no clue how to achive this in Houdini:
vec3d r = {0, 0, 0}
vec3d t = {0, 0, 0}
for(i=0; i < parm_sections; i++)
{
r += parm_rotate
t += parm_translate
addCircle().rotate(r).translate(t)
for(j=0; j < parm_angle / 10; j++)
{
r += cos(j * 10)
r += sin(j * 10)
addCircle().rotate(r).translate(t)
}
}
vec3d r = {0, 0, 0}
vec3d t = {0, 0, 0}
for(i=0; i < parm_sections; i++)
{
r += parm_rotate
t += parm_translate
addCircle().rotate(r).translate(t)
for(j=0; j < parm_angle / 10; j++)
{
r += cos(j * 10)
r += sin(j * 10)
addCircle().rotate(r).translate(t)
}
}
Technical Discussion » Accumulate values while copying
- Peacemaker2000
- 11 posts
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I'm trying to create a little asset to build some procedural pipes. I created an otl with a multiparm block where I want to add sections for the pipe. I would like to set the translation, rotation and choose an angle for the bend of the pipe at the current position. I tried to achive this by using only SOPs, but also after a couple of different approaches I was unable to achive this. I was thinking of something like this…
Parms:
Parms:
- parm #1
- trans= rot= bend=
- parm #2
- trans= rot= bend=
- parm #3
- trans= rot= bend=
Result: - step #0
- create a NURBS circle at (global)
- step #1
- add/copy another NURBS circle at (global)
- step #2
- add/copy another circle at (global)
- add/copy let's say 9 circles for the bend, with global positions calculated as following:
x = 0
y = oldy + cos($CY * 10)
z = oldz + sin($CY * 10) - step #3
- add/copy another circle at (parms #3 rotated by 90 degrees)
- step #4
- add a skin SOP
- done
… not good at maths, but something like this
Houdini Lounge » Variable paramter list for digital assets?
- Peacemaker2000
- 11 posts
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I'm creating a procedural building and therefore I made some digital assets like window, balcony, etc. and they all have some parameters. For the actual building I want variable list of parameters, like the point list in the add sop, so I can add/delete different floors with different properties. Is there a way to achieve this?
thanks
thanks
Technical Discussion » Problem with resample by edge
- Peacemaker2000
- 11 posts
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Thanks for all your help. Nice blog, but not actually what I'm looking for. The hint with unconnecting the curves between the egdes was good, that kinda worked for me.
Technical Discussion » Problem with resample by edge
- Peacemaker2000
- 11 posts
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Because the number of points and the actual form of the geometry are variable and can be controlled by some asset parameters.
Technical Discussion » Problem with resample by edge
- Peacemaker2000
- 11 posts
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Hi,
is there a way to only preserve specific edges while resampling with the “Resample by polygon edge” activated? I have some grid with x cols and the x points between two of the edges are translated by a point-sop. Later I want to use this geometry to make a fence surrounding it, but I want the different parts of the fence to have the same, fixed length. I tried to resample the geometry without preserving the edges, but that destroys the two 90 degrees edges. When “Resample by polygon edge” is activated, all points of the geometry are preseved, and that's what I neither want. Only the four points 0, 18, 19, 37 should be preserved. Hope someone has an idead.
thanks
is there a way to only preserve specific edges while resampling with the “Resample by polygon edge” activated? I have some grid with x cols and the x points between two of the edges are translated by a point-sop. Later I want to use this geometry to make a fence surrounding it, but I want the different parts of the fence to have the same, fixed length. I tried to resample the geometry without preserving the edges, but that destroys the two 90 degrees edges. When “Resample by polygon edge” is activated, all points of the geometry are preseved, and that's what I neither want. Only the four points 0, 18, 19, 37 should be preserved. Hope someone has an idead.
thanks
Technical Discussion » Problem with extrude and negative inset value
- Peacemaker2000
- 11 posts
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Hi,
I'm having some troubles with extrude-sop and negative inset value, because of intersecting polygons. Is there a way to to fix the problem or a better way to achieve a simular effect?
thanks
I'm having some troubles with extrude-sop and negative inset value, because of intersecting polygons. Is there a way to to fix the problem or a better way to achieve a simular effect?
thanks
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