Thank you! Using parameter I can get the mask parameter to work, but cannot seem to get my own custom attribute to do the same. I'm wanting multiple layered textures, so I can't reuse mask with multiple attribute paints.
I'm setting my create attribute to float like mask. I assume that's not correct?
EDIT: Nevermind, it was a careless mistake. After adding my custom attribute to the Attribute Paint I wasn't actually switching the attribute parameter over to the new custom attribute.
Thank you again for pointing me the right way with Parameter in VOPS instead of Get Attribute or Import Attribute.
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Houdini Indie and Apprentice » Layered Shader - paint attribute and bring it into VOPS?
- bdunaway
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Houdini Indie and Apprentice » Layered Shader - paint attribute and bring it into VOPS?
- bdunaway
- 31 posts
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Hello, I have done this years ago and cannot figure out how to get it to work again.
I want to use paint attribute to blend two materials together on a model. I believe I used create attribute and painted with that custom attribute, and then imported it into VOPS to use as a mask to blend materials.
However, I cannot seem to get it setup correctly. I have tried Get Attribute and Import Attribute in VOPS and plugging that into the alpha for the Layer Mix node, but I either get errors with the shader or no output.
Anyone know a basic setup for this or can point me in the right direction?
I want to use paint attribute to blend two materials together on a model. I believe I used create attribute and painted with that custom attribute, and then imported it into VOPS to use as a mask to blend materials.
However, I cannot seem to get it setup correctly. I have tried Get Attribute and Import Attribute in VOPS and plugging that into the alpha for the Layer Mix node, but I either get errors with the shader or no output.
Anyone know a basic setup for this or can point me in the right direction?
Houdini Lounge » Particle Point Number changes every frame?
- bdunaway
- 31 posts
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Houdini Lounge » Particle Point Number changes every frame?
- bdunaway
- 31 posts
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I've got a popnet that is scattering over geometry with constant birth rate and a 2 second life expectancy. When the first particle dies at the 60 frame mark, suddenly all the point numbers begin to change every frame.
This is causing problems as I am using the point numbers to do a copy stamp.
What am I doing wrong? Is there a way to make the points keep their number at least until each one dies?
This is causing problems as I am using the point numbers to do a copy stamp.
What am I doing wrong? Is there a way to make the points keep their number at least until each one dies?
Houdini Lounge » Houdini Indie resolution limits and VR
- bdunaway
- 31 posts
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So I love Houdini Indie, its a great deal for a hobbyist or smalltime artist.
The 1080p animation resolution cap has been mostly not a problem for the videos I have produced, however I just got an Oculus Rift and am playing around with VR, making some 360 degree stereoscopic experiences.
Unfortunately with the ratio, I'm basically capped at 1920 x 960 which is just way too pixelated for that experience. I'm doing mostly personal art, haven't done even any low budget projects in a while, so I can't really afford a full license.
I guess I just really wish there was an in-between option. Maybe a few hundred more a year for higher resolution?
Anyone have any thoughts on this?
The 1080p animation resolution cap has been mostly not a problem for the videos I have produced, however I just got an Oculus Rift and am playing around with VR, making some 360 degree stereoscopic experiences.
Unfortunately with the ratio, I'm basically capped at 1920 x 960 which is just way too pixelated for that experience. I'm doing mostly personal art, haven't done even any low budget projects in a while, so I can't really afford a full license.
I guess I just really wish there was an in-between option. Maybe a few hundred more a year for higher resolution?
Anyone have any thoughts on this?
Houdini Lounge » Recommended GPU / Processor / etc for Houdini?
- bdunaway
- 31 posts
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I'm looking at building a new PC, $1500-2000 range, and wondering if anyone has recommendations for parts that will help me get the most out of Houdini, particularly in rendering.
Anyone got specific parts or even full builds?
Anyone got specific parts or even full builds?
Houdini Lounge » Is it possible to set hotkey for Lasso Picking
- bdunaway
- 31 posts
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Thanks alot!
And I see the bold keys are the ones that seem to be open to assignment without conflicts, nice.
And I see the bold keys are the ones that seem to be open to assignment without conflicts, nice.
Houdini Lounge » Is it possible to set hotkey for Lasso Picking
- bdunaway
- 31 posts
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By default P is a hotkey for Parameters window, and I would like to assign it to another key.
But I can't seem to find exactly where I should Shift+Ctrl+Alt click. Any ideas?
But I can't seem to find exactly where I should Shift+Ctrl+Alt click. Any ideas?
Technical Discussion » Autorig Biped not working in houdini 12?
- bdunaway
- 31 posts
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Houdini Lounge » SSS Problem with changing geometry
- bdunaway
- 31 posts
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So I've got a heart model with the faces ‘growing’ over time. It has a subsurface scattering shader using the new Surface Model node.
It works great, but when the model is still in the growing phase, there are dark spots which I assume are due to the rear holes in the model affecting the subsurface calculations.
I wrote out a point cloud file from the full model, but that didn't help.
Where can I go from this point? Baking lighting / textures or something? Is that even possible with SSS?
It works great, but when the model is still in the growing phase, there are dark spots which I assume are due to the rear holes in the model affecting the subsurface calculations.
I wrote out a point cloud file from the full model, but that didn't help.
Where can I go from this point? Baking lighting / textures or something? Is that even possible with SSS?
Houdini Lounge » L-systems: Random turn (or pitch, or roll) ONLY?
- bdunaway
- 31 posts
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Ok, so there is a command ~ which will turn, pitch, or roll in a random direction. So it's possible to alter direction for any axis.
Is there an easy way to randomly change for only one axis, not all three?
Is there an easy way to randomly change for only one axis, not all three?
Houdini Lounge » [Solved] Use color to override fur density?
- bdunaway
- 31 posts
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Got it. Somebody showed me that I needed a point expression in the value of the AttribCreate to pull from the color.
point(“/obj/GrassGrow/attribtransfer1”,$PT,“Cd”,0)
point(“/obj/GrassGrow/attribtransfer1”,$PT,“Cd”,0)
Houdini Lounge » [Solved] Use color to override fur density?
- bdunaway
- 31 posts
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Thanks for the reply!
I'm pretty positive that the color is stored in points, and the furdensity is looking for points.
I created an Attribute sop, and under Point setup Cd to furdensity. I don't get any errors, but I lose the color and it doesn't appear that the furdensity is being affected.
I even tried it backwards, by removing the initial color, setting a furdensity with Paint sop, and then making an Attribute sop where furdensity becomes Cd. Lost the furdensity this time, and no color was added just like no furdensity was affected before.
If anyone wouldn't mind taking a look at the file, I'm trying to change the attributes under GrassGrow_fur/skin/
I'm pretty positive that the color is stored in points, and the furdensity is looking for points.
I created an Attribute sop, and under Point setup Cd to furdensity. I don't get any errors, but I lose the color and it doesn't appear that the furdensity is being affected.
I even tried it backwards, by removing the initial color, setting a furdensity with Paint sop, and then making an Attribute sop where furdensity becomes Cd. Lost the furdensity this time, and no color was added just like no furdensity was affected before.
If anyone wouldn't mind taking a look at the file, I'm trying to change the attributes under GrassGrow_fur/skin/
Houdini Lounge » [Solved] Use color to override fur density?
- bdunaway
- 31 posts
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Ok, I know you can paint fur density, which basically creates a Paint node with override color checked and set to > furdensity attribute.
But what if I've already got color on my source geometry, and I want to use that to override the furdensity attribute?
But what if I've already got color on my source geometry, and I want to use that to override the furdensity attribute?
Edited by - 2012年4月5日 23:15:51
Houdini Lounge » Fur not working when I delete geometry by color?
- bdunaway
- 31 posts
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Houdini Lounge » Fur not working when I delete geometry by color?
- bdunaway
- 31 posts
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I've got geometry with a growing point selection, the points are then converted to color, and I delete the geometry based on where there is color.
I can't get fur to work on it. When I go back before the delete node, it works fine. Why would this be?
I can't get fur to work on it. When I go back before the delete node, it works fine. Why would this be?
Houdini Lounge » Growing Sweep?
- bdunaway
- 31 posts
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Houdini Lounge » Growing Sweep?
- bdunaway
- 31 posts
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Hello everyone. Trying to make some geometry that grows over a curve and haven't done this in a while. Is there a pretty simple way to make a sweep do that?
Houdini Lounge » Remove black from soccer ball?
- bdunaway
- 31 posts
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Houdini Lounge » Remove black from soccer ball?
- bdunaway
- 31 posts
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Quick question, how does one remove the black property from the soccer ball platonic? I tried a point sop but that didn't work as it still renders black?
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