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Houdini Indie and Apprentice » Ptex workflow (Mudbox-Houdini)
- robertvari
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Hi!
I was trying to render Ptex files in houdini and I thought that I should write a small tutorial about my experiences. I'm still a beginner in Houdini but I hope you will find my tutorial helpful.
Here is the article [3dsurvival.hu]
Houdini Indie and Apprentice » Specular Angle Map
- robertvari
- 7 posts
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Hi!
I'm studying houdini shader system and I have difficulties with control specular angle by a texture map.
I want to achieve a sort of dirty chrome effect where specular angle is controlled by a texture map instead of a single float channel.
As you can see on the attached picture I tried to multiply the default specular angle controller by a black&white texture map but this approach didn't work for me.
I would appreciate if somebody could help me.
I'm studying houdini shader system and I have difficulties with control specular angle by a texture map.
I want to achieve a sort of dirty chrome effect where specular angle is controlled by a texture map instead of a single float channel.
As you can see on the attached picture I tried to multiply the default specular angle controller by a black&white texture map but this approach didn't work for me.
I would appreciate if somebody could help me.
Work in Progress » Chatty Cathy Pinocchio (my first houdini project)
- robertvari
- 7 posts
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Hi there!
I would like to introduce my very first animation project which was done with houdini.
Few mounts ago I started to learn Houdini and One of my friends (Peter Nagy) who is actually a professional animator asked me if I could help him render out his new animation. I though that this was a good time to give a chance to Houdini (and myself) and see what we could achieve by using Mantra this time (I myself a maya user).
As I mentioned, the animation was done by my friend Peter Nagy. I exported the animated characters from maya to houdini and did the shading, lighting and rendering works in it.
I really enjoyed the work in Houdini and looking forward the next challange
http://vimeo.com/22524495 [vimeo.com]
I hope you like the final result!
Houdini Indie and Apprentice » How to reference external scenes?
- robertvari
- 7 posts
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I have looked through the forum but I didn't find the answer to my question.
I want to reference an animated character into my scene which is lighted and prepared for rendering. I'm thinking of a maya style reference solution where I can load, update and disable reference files in my scene. This workflow is really efficient when I'm working on the scene, and preparing it to render, but animators are still doing some work on characters.
I created a geometry node which has the ability to import external models and reload them, but as it turned out, it can't handle Houdini scene files.
I want to reference an animated character into my scene which is lighted and prepared for rendering. I'm thinking of a maya style reference solution where I can load, update and disable reference files in my scene. This workflow is really efficient when I'm working on the scene, and preparing it to render, but animators are still doing some work on characters.
I created a geometry node which has the ability to import external models and reload them, but as it turned out, it can't handle Houdini scene files.
Houdini Indie and Apprentice » How to get motion blur on fbx data?
- robertvari
- 7 posts
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Houdini Indie and Apprentice » How to get motion blur on fbx data?
- robertvari
- 7 posts
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Thank you Soothsayer your fast reply. With your help I can finally managed to get motion blur on one of my objects.
I attached a picture as you can see below. This is an other fbx import with vertex cache on simple poly cubes. My problem is that I have to create a trail node for each vertex_cache node. Is there a way to do that automatically? Or could I collect all cache nodes into a single group? Because on my character there are lots of geometries with cache data. I'm sure about that there is a convenient way in houdini to do that
Thank you your help again!
I attached a picture as you can see below. This is an other fbx import with vertex cache on simple poly cubes. My problem is that I have to create a trail node for each vertex_cache node. Is there a way to do that automatically? Or could I collect all cache nodes into a single group? Because on my character there are lots of geometries with cache data. I'm sure about that there is a convenient way in houdini to do that
Thank you your help again!
Houdini Indie and Apprentice » How to get motion blur on fbx data?
- robertvari
- 7 posts
- Offline
Hi!
I'm quite new in Houdini and I have to learn a lot, but to be honest after spending 10 years in maya now I can smell some fresh air …
I thought that the best way to learn a software is try it in a free time project. One of my friends is actually an animator who uses maya. He is working on his new animation contest and asked me if I could help him to light and render out his work. I decided that this time I would use Houdini instead of Maya.
I created geoCache from the maya animation and exported it into FBX format, than imported it into Houdini. Now everything is fine but the problem is that I can't get the motion blur work on the character. I've already turned on the magic Geometry Velocity Blur option on every single object but it didn't work… My mantra render node is also prepared to render motion blur, but it seams I missed something
I really appreciated if somebody could help me.
I'm quite new in Houdini and I have to learn a lot, but to be honest after spending 10 years in maya now I can smell some fresh air …
I thought that the best way to learn a software is try it in a free time project. One of my friends is actually an animator who uses maya. He is working on his new animation contest and asked me if I could help him to light and render out his work. I decided that this time I would use Houdini instead of Maya.
I created geoCache from the maya animation and exported it into FBX format, than imported it into Houdini. Now everything is fine but the problem is that I can't get the motion blur work on the character. I've already turned on the magic Geometry Velocity Blur option on every single object but it didn't work… My mantra render node is also prepared to render motion blur, but it seams I missed something
I really appreciated if somebody could help me.
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