Hi guys,
How is it possible to render an Environment Map (as background image) from an Environment Light with the openGL ROP ?
For some reasons, I'm not able to get the background image visible in my render. I only get the lighting on my object, but not the background image. The background remains black.
In the Environment Light :
- Enable Light in Viewport is ON
- Render Light Geometry is ON
In the camera :
- Enable Background is ON
Exporting as .exr and .jpg and no difference
Thanks in advance for any help.
Found 22 posts.
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Technical Discussion » Can't render the background image from an Environment Light with openGL
- sliverfx
- 22 posts
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Technical Discussion » How a Flip sim can affect a Pyro sim | Fluid Density + velocity
- sliverfx
- 22 posts
- Offline
Hi guys
I'm wondering how a Flip simulation can affect the behaviour of a Pyro/Smoke simulation. Do you have any solution ? (basic file attached to this thread)
Actually, I would like to create an underwater smoke simulation and that's why I was trying to affect the motion of the smoke by the Flip water density.
In the following example https://vimeo.com/57182252 [vimeo.com] the smoke is affected by an air density field.
In my case I would like that the smoke will be affected by a “water field” to create and underwater behaviour based on water density and velocity.
I hope it's clear enough.
Thanks for your help
I'm wondering how a Flip simulation can affect the behaviour of a Pyro/Smoke simulation. Do you have any solution ? (basic file attached to this thread)
Actually, I would like to create an underwater smoke simulation and that's why I was trying to affect the motion of the smoke by the Flip water density.
In the following example https://vimeo.com/57182252 [vimeo.com] the smoke is affected by an air density field.
In my case I would like that the smoke will be affected by a “water field” to create and underwater behaviour based on water density and velocity.
I hope it's clear enough.
Thanks for your help
Technical Discussion » Re-Orient Particles Normal +Z axis to + X axis
- sliverfx
- 22 posts
- Offline
Thank you very much for your reply Edward, I understand what you mean.
The problem was in Krakatoa, so I have add a Negative node to my Normal attributs with the Magma Flow and now the rendering is correct.
The problem was in Krakatoa, so I have add a Negative node to my Normal attributs with the Magma Flow and now the rendering is correct.
Technical Discussion » Re-Orient Particles Normal +Z axis to + X axis
- sliverfx
- 22 posts
- Offline
Hellyo guys
I have exported my Houdini flipfluid simulation as .prt sequence thanks to the PRT ropdriver with “Normal” attribut.
When I'm loading my particles with a Prt Loader, the Particle Data Viewer see perfectly Normal attribut.
But when I'm rendering with Phong Surface + 1 light my particles are black.
I've read from Bobo about 3DSmax : “the X axis of the particle's Orientation will be used automatically” and in Houdini it seems that the +Z axis is used for normal orientation.
Do you know how to re orient my particles Normal from +Z axis to +X axis before export ?
Thank you very much if you can help me.
I have exported my Houdini flipfluid simulation as .prt sequence thanks to the PRT ropdriver with “Normal” attribut.
When I'm loading my particles with a Prt Loader, the Particle Data Viewer see perfectly Normal attribut.
But when I'm rendering with Phong Surface + 1 light my particles are black.
I've read from Bobo about 3DSmax : “the X axis of the particle's Orientation will be used automatically” and in Houdini it seems that the +Z axis is used for normal orientation.
Do you know how to re orient my particles Normal from +Z axis to +X axis before export ?
Thank you very much if you can help me.
Houdini Lounge » libUI.dll is missing on your computer
- sliverfx
- 22 posts
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Houdini Lounge » libUI.dll is missing on your computer
- sliverfx
- 22 posts
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It's borring, it's the third time that I reinstall it for this reason, I hope it will be ok with Avast turn off for houdini.
Thank you for your help.
Thank you for your help.
Houdini Lounge » libUI.dll is missing on your computer
- sliverfx
- 22 posts
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Thank you Joker
You are probably right about antivirus, it's so weird that it delete this file.
So I have used your libUI.dll and add an exception for side effects software in my antivirus Avast.
But now I have another error :
Very bizarre..
You are probably right about antivirus, it's so weird that it delete this file.
So I have used your libUI.dll and add an exception for side effects software in my antivirus Avast.
But now I have another error :
“Impossibe to start the program. boost_system-vc90-mt-1_51.dll is missing on your computeur”
Very bizarre..
Houdini Lounge » libUI.dll is missing on your computer
- sliverfx
- 22 posts
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Hello guys,
Do you know why suddenly when I launch Houdini (13.0.447) an error message pop up :
and I can't use it on windows 7 64bit ?
Thank you
Do you know why suddenly when I launch Houdini (13.0.447) an error message pop up :
“libUI.dll is missing on your computer. Try to reinstall the program”
and I can't use it on windows 7 64bit ?
Thank you
Technical Discussion » Mantra Black refraction near objects with Fresnel
- sliverfx
- 22 posts
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Salut Tom je bosse sur un projet perso de rapide/whitewater que je posterais dans pas trop longtemps j'espère
Technical Discussion » Mantra Black refraction near objects with Fresnel
- sliverfx
- 22 posts
- Offline
I have deleted my Mantra PBR, re create a new one with same parameters and now it's good :shock:
Thank you for everything !
Technical Discussion » Mantra Black refraction near objects with Fresnel
- sliverfx
- 22 posts
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Thank you for the file and the tips about increasing Sampling Quality parameter in the envlight settings.
It's Crazy. When I launch you file, the Caustic Light works like a charm. If I delete it, and create antoher one with the shelf tool, it works fine.
Therefore, in my original file, if I create a Caustic Light like above, anything change. It doesn't work.
Did you change something else to integrate perfectly the Caustic Light ?
Have good day
It's Crazy. When I launch you file, the Caustic Light works like a charm. If I delete it, and create antoher one with the shelf tool, it works fine.
Therefore, in my original file, if I create a Caustic Light like above, anything change. It doesn't work.
Did you change something else to integrate perfectly the Caustic Light ?
Have good day
Edited by - 2014年9月9日 05:54:23
Technical Discussion » Mantra Black refraction near objects with Fresnel
- sliverfx
- 22 posts
- Offline
Thank you so much Rabiee for your quick and perfect reply.
I don't know why it doesn't work with the causticlight, but it works perfectly with “Enable Faux Caustic”
PS : Do you have an idead about how can I avoid the little “noise” of my sphere on my render ? (you can see it on the first picture) My : Mantra Sample is set to 8 x 8
I don't know why it doesn't work with the causticlight, but it works perfectly with “Enable Faux Caustic”
PS : Do you have an idead about how can I avoid the little “noise” of my sphere on my render ? (you can see it on the first picture) My : Mantra Sample is set to 8 x 8
Technical Discussion » Mantra Black refraction near objects with Fresnel
- sliverfx
- 22 posts
- Offline
Hello guys !
I have a problem with Mantra, when I'm rendering a simple mantra surface shader with Reflections On and Refractions On and Fresnel Blending Ticked, my refraction is black near objects.
If I unticked Fresnel BLending, it works. So what I need to know and do to solve my problem.
Thank you very much if you can help me.
Reflection + Refraction :
Refraction Only :
I have a problem with Mantra, when I'm rendering a simple mantra surface shader with Reflections On and Refractions On and Fresnel Blending Ticked, my refraction is black near objects.
If I unticked Fresnel BLending, it works. So what I need to know and do to solve my problem.
Thank you very much if you can help me.
Reflection + Refraction :
Refraction Only :
Houdini Lounge » Houdini 14 Wishlist
- sliverfx
- 22 posts
- Offline
hey ! eetu I'm glad to see your reply.
Wow, your video is amazing ! Particles motion looks great !
I'm following your thread on odforce, I'm looking forward to see your new post.
I have seen that you used the Gas Intermittent Solve in your previous file (variable_viscosity_005), could you explain a little bit how it works on your thread ? I'm wondering if you know how Gas Sand Forces works ? Is it interesting to break fluid into a series of “rigid bodies”.
Wow, your video is amazing ! Particles motion looks great !
I'm following your thread on odforce, I'm looking forward to see your new post.
I have seen that you used the Gas Intermittent Solve in your previous file (variable_viscosity_005), could you explain a little bit how it works on your thread ? I'm wondering if you know how Gas Sand Forces works ? Is it interesting to break fluid into a series of “rigid bodies”.
Houdini Lounge » Houdini 14 Wishlist
- sliverfx
- 22 posts
- Offline
sliverfx wrote:
Hello guys, It would be great to have a solver like “Lagoa” Multiphysics simulator in Softimage or the awesome “Molecular” in Blender to create realistic sand effect, snow, etc because actually it's not possible to do with this realism.
Lagoa : https://vimeo.com/13457383 [vimeo.com]
Molecular : http://www.3dvf.com/actualite-8249–neige-dans-blender-avec-molecular.html [3dvf.com]
Your updates are amazing Side Effects, Keep it up!
Best regards Smile
Someone had made something simlar in Houdini but i couldn't find it :-/
I just have found these:
http://forums.odforce.net/topic/8471-eetus-lab/page-9?hl=lagoa#entry94209 [forums.odforce.net]
http://www.youtube.com/watch?v=2Dx8hwwWMe4 [youtube.com]
Thank you mandrake0, I have seen thease great links The first “eetu's lab” have a file not very friendly to understand with the gas Dop and the second did a sand solver interesting but molecular or lagoa are a little bit more impressive and accurate.
It would be so usefull to have that in Houdini because actually it's impossible to simulate a realistic soil, sand, snow (like Frozen).
Have a good day guys
Houdini Lounge » Houdini 14 Wishlist
- sliverfx
- 22 posts
- Offline
Hello guys, It would be great to have a solver like “Lagoa” Multiphysics simulator in Softimage or the awesome “Molecular” in Blender to create realistic sand effect, snow, etc because actually it's not possible to do with this realism.
Lagoa : https://vimeo.com/13457383 [vimeo.com]
Molecular : http://www.3dvf.com/actualite-8249–neige-dans-blender-avec-molecular.html [3dvf.com]
Your updates are amazing Side Effects, Keep it up!
Best regards
Lagoa : https://vimeo.com/13457383 [vimeo.com]
Molecular : http://www.3dvf.com/actualite-8249–neige-dans-blender-avec-molecular.html [3dvf.com]
Your updates are amazing Side Effects, Keep it up!
Best regards
Houdini Lounge » Houdini 14 Wishlist
- sliverfx
- 22 posts
- Offline
Thank you pezetko, I'm using this export which works perfectly, but it's more friendly when it's directly implemented in Houdini.
Because it's not fun and easy for everybody to compile it for each build.
Because it's not fun and easy for everybody to compile it for each build.
Houdini Lounge » Houdini 14 Wishlist
- sliverfx
- 22 posts
- Offline
The problem with Alembic and 3DSmax for particles is that it doesn't work with Krakatoa, to render million of particles very quickly.
That's why .prt format for krakatoa (max and maya) could be interesting
By example a lot of Naiad users used .prt export to render with Krakatoa in max.
That's why .prt format for krakatoa (max and maya) could be interesting
By example a lot of Naiad users used .prt export to render with Krakatoa in max.
Houdini Lounge » Houdini 14 Wishlist
- sliverfx
- 22 posts
- Offline
Hello, it could be great to export particles as .prt in order to use it with 3DSmax and Krakatoa like with Naiad
Technical Discussion » FlipFluid transfer Viscosity
- sliverfx
- 22 posts
- Offline
It's Ok now after a good night. My Dop import in the sopsolver wasn't set as : single object (for my second test)
Thank you again for your help Ian.
Thank you again for your help Ian.
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