ah - i got it.
i tried to use a attribute vop with a bind for it !
///
do i need to render the cd value of my surface to do that correctly ?
//
nevermind
thank you!
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Technical Discussion » polyreduce distance based
- Tobias Hoffmann
- 14 posts
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Technical Discussion » polyreduce distance based
- Tobias Hoffmann
- 14 posts
- Offline
same topic another techniqe :
is there a opotunity to use a Cd Lum Value in a Polyreduce / Remesh to drive the polydensity ?
is there a opotunity to use a Cd Lum Value in a Polyreduce / Remesh to drive the polydensity ?
Technical Discussion » Howto: Texture to Geometry
- Tobias Hoffmann
- 14 posts
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Technical Discussion » Howto: Texture to Geometry
- Tobias Hoffmann
- 14 posts
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Technical Discussion » random pieces group for particle from voronoi fracture
- Tobias Hoffmann
- 14 posts
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as in the title mentioned. i want to use a voronoi fracture object as particle instances. using the copy node works for me but i only be able to choose one group at all. it might be a simple thing like a randomize expression or a for each node but i have no idea at all how to do this correctly.
Work in Progress » Neon Sign - Part 2 - Rendering
- Tobias Hoffmann
- 14 posts
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Houdini Learning Materials » particlefracture
- Tobias Hoffmann
- 14 posts
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hey folks
another question coming around.
my particle “system” collides with my grid. i use the collided particles ( grp: sticky ) to fracture the grid later on. but i only get a mesh were the particles allready hit the surface instead of the whole grid + the pieces.
another question coming around.
my particle “system” collides with my grid. i use the collided particles ( grp: sticky ) to fracture the grid later on. but i only get a mesh were the particles allready hit the surface instead of the whole grid + the pieces.
Technical Discussion » polyreduce distance based
- Tobias Hoffmann
- 14 posts
- Offline
Technical Discussion » polyreduce distance based
- Tobias Hoffmann
- 14 posts
- Offline
i got a terrain with a decent polycount. now i try to reduce the polycount via the polyreduce node. to avoid that the hole terrain is affected i split it into several chunks. now i want to bind the reduceamount to a camera. works fine but dunno how to use it per chunk.
any suggestion ?
any suggestion ?
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