…it can be so easy
Thats exactly what I needed.
Thank you Tomas!
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Technical Discussion » UV deformation into cop
- steff
- 25 posts
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Technical Discussion » UV deformation into cop
- steff
- 25 posts
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I don't know whether there is a tool in other software for that or how its called
But what I try to do is to increase the texture resolution of certain areas of the mesh by scaling up the UVs.
The texture maps already exist and I do not want to repaint but only add detail.
So in the end I want to change an existing UV layout and transfer this change to the maps accordingly.
But what I try to do is to increase the texture resolution of certain areas of the mesh by scaling up the UVs.
The texture maps already exist and I do not want to repaint but only add detail.
So in the end I want to change an existing UV layout and transfer this change to the maps accordingly.
Technical Discussion » UV deformation into cop
- steff
- 25 posts
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Hi guys,
I need to transfer a UV deformation from sop to cop (Means I want to get the delta of an UV Edit into a deformation cop).
Is there a simple way to get this deformation info, or do I need to code a lattice transformer?
Do you have any ideas?
Thanks!
- Stefan
I need to transfer a UV deformation from sop to cop (Means I want to get the delta of an UV Edit into a deformation cop).
Is there a simple way to get this deformation info, or do I need to code a lattice transformer?
Do you have any ideas?
Thanks!
- Stefan
Edited by steff - 2016年9月22日 11:48:50
Technical Discussion » displacement normal problem
- steff
- 25 posts
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Ah I see my misconception there, that makes perfect sense. And normalizing did the trick.
Thanks for your help Tomas!
Thanks for your help Tomas!
Technical Discussion » displacement normal problem
- steff
- 25 posts
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thanks! yep the displacement itself is how i like it to be. i just thought that shadernormal would interpolate normals within the facets as the shader iterates over all surface intersections!?
unfortunately checking ‘render polys as subdivisions’ does not solve it. The displacement disappears entirely…
unfortunately checking ‘render polys as subdivisions’ does not solve it. The displacement disappears entirely…
Technical Discussion » displacement normal problem
- steff
- 25 posts
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Hi,
I'm trying to build a displacement shader that is scaled dependent on a point attribute. So I import the variable in my material and plug it into the displacements scale. However I somehow do not get smooth normals with the shadingNormal node, resulting in ugly edges like you can see in the picture.
Do you have any ideas how to fix that?
Thanks in Advance!
I'm trying to build a displacement shader that is scaled dependent on a point attribute. So I import the variable in my material and plug it into the displacements scale. However I somehow do not get smooth normals with the shadingNormal node, resulting in ugly edges like you can see in the picture.
Do you have any ideas how to fix that?
Thanks in Advance!
Technical Discussion » blending lots of materials
- steff
- 25 posts
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Hi,
I need to build a shader that combines about 7 different materials depending on a blending attribute.
Is there an elegant way to do that without putting everything into one HUGE shader and having the hassle to resolve naming conflicts and build a new parameter interface!?
Thanks!
-Stefan
I need to build a shader that combines about 7 different materials depending on a blending attribute.
Is there an elegant way to do that without putting everything into one HUGE shader and having the hassle to resolve naming conflicts and build a new parameter interface!?
Thanks!
-Stefan
Technical Discussion » op:/ in material vop
- steff
- 25 posts
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Technical Discussion » op:/ in material vop
- steff
- 25 posts
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Hey guys,
I like to build a shader that is dependent on whether a volume intersects or not. So i used a volumesample node and tried to reference the Geometry File input with “op…” to my volume.
But this just does not work. Same configuration in a pointVOP works like a charm…
What am I doing wrong? Or do i have to stick to geo-render and file-import?
With the file import however i cannot have time dependent geometry
Cheers,
Stefan
I like to build a shader that is dependent on whether a volume intersects or not. So i used a volumesample node and tried to reference the Geometry File input with “op…” to my volume.
But this just does not work. Same configuration in a pointVOP works like a charm…
What am I doing wrong? Or do i have to stick to geo-render and file-import?
With the file import however i cannot have time dependent geometry
Cheers,
Stefan
Technical Discussion » Python 3
- steff
- 25 posts
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Hi,
is there a chance to get pyhton 3 running with houdini 14?
I am working on windows and already set $HOUDINI_PYTHON_LIB to the python3.dll and the $HOUDINI_PYTHON_BIN to the python.exe. But houdini does not seem to like that and just shows: “Could not load the library specified by $HOUDINI_PYTHON_LIB”
Is it even possible, or am I just wasting my time ?
Cheers,
Stefan
is there a chance to get pyhton 3 running with houdini 14?
I am working on windows and already set $HOUDINI_PYTHON_LIB to the python3.dll and the $HOUDINI_PYTHON_BIN to the python.exe. But houdini does not seem to like that and just shows: “Could not load the library specified by $HOUDINI_PYTHON_LIB”
Is it even possible, or am I just wasting my time ?
Cheers,
Stefan
Technical Discussion » Weird restposition with wiresolver
- steff
- 25 posts
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Technical Discussion » Weird restposition with wiresolver
- steff
- 25 posts
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I found it
Somehow i needed to replace the geometry sop node (the one with the dop import) with a new one. But don't ask me me why…
Somehow i needed to replace the geometry sop node (the one with the dop import) with a new one. But don't ask me me why…
Technical Discussion » Weird restposition with wiresolver
- steff
- 25 posts
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Hey guys,
i am despairing with my wiresolver setup. It all looks fine until I apply a Glue Constraint with ‘Constraint Rotation’ turned on.
Then somehow the wires move into a strange restposition, 90° to the original one.
Which attribute is the rotation constraint based on? Is there maybe some fancy-hidden-transformation-attribute that needs to be reset?
Thanks!
Cheers, Stefan
Here a min Example of my Problem:
i am despairing with my wiresolver setup. It all looks fine until I apply a Glue Constraint with ‘Constraint Rotation’ turned on.
Then somehow the wires move into a strange restposition, 90° to the original one.
Which attribute is the rotation constraint based on? Is there maybe some fancy-hidden-transformation-attribute that needs to be reset?
Thanks!
Cheers, Stefan
Here a min Example of my Problem:
Technical Discussion » Custom .geo export for volumes
- steff
- 25 posts
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Technical Discussion » Custom .geo export for volumes
- steff
- 25 posts
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Technical Discussion » Custom .geo export for volumes
- steff
- 25 posts
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Technical Discussion » Custom .geo export for volumes
- steff
- 25 posts
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Hey guys,
for my current c++ project, I am trying to write a simple export to acii .geo files for volumes, but I get strange behavior:
I write out a grid that grows over time. For the first frames Houdini reads the files properly, but after a few steps it says ‘Unable to read file’.
I narrowed the problem down to the ‘compression’ attribute. But I have no idea how to properly handle this.
Can anyone help me? Is there some documentation?
Thanks!
Cheers,
Stefan
for my current c++ project, I am trying to write a simple export to acii .geo files for volumes, but I get strange behavior:
I write out a grid that grows over time. For the first frames Houdini reads the files properly, but after a few steps it says ‘Unable to read file’.
I narrowed the problem down to the ‘compression’ attribute. But I have no idea how to properly handle this.
Can anyone help me? Is there some documentation?
Thanks!
Cheers,
Stefan
Technical Discussion » Fluid Solver - custom buoyancy!?
- steff
- 25 posts
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Hi all,
Im trying to set up a fluid solver, but now I'm stuck at the buoyancy. What I want to do, is work with an ambient temperature field (a gradient) instead of a constant value. Is there a a way to achieve this with the standard Gas Bouyancy node?
I also tried to set up a simple gasfieldvop instead, where I subtract the temp field from an ambient temp field and multiply the scaled result to my velocity field.
But here I have the problem that velocity leaks in from top and bottom.
Do you have any ideas, how to solve this?
And is there a way to store the gradient in a 1D lookup table instead of using a 3D volume?
Cheers,
Stefan
Im trying to set up a fluid solver, but now I'm stuck at the buoyancy. What I want to do, is work with an ambient temperature field (a gradient) instead of a constant value. Is there a a way to achieve this with the standard Gas Bouyancy node?
I also tried to set up a simple gasfieldvop instead, where I subtract the temp field from an ambient temp field and multiply the scaled result to my velocity field.
But here I have the problem that velocity leaks in from top and bottom.
Do you have any ideas, how to solve this?
And is there a way to store the gradient in a 1D lookup table instead of using a 3D volume?
Cheers,
Stefan
Technical Discussion » fire look development
- steff
- 25 posts
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hi jeremy,
sorry for my late response.
The problem is that the source should moving pretty fast in the end so the fuel emitter will change position completely in every frame BUT the fire should be more or less fully developed in that one or two frames without having a explosive look.
Here is a reference pic how the fire should look like.
and yeah i totally forgot about the shaping tools - but do they really change the sim that much?
cheers
stefan
sorry for my late response.
The problem is that the source should moving pretty fast in the end so the fuel emitter will change position completely in every frame BUT the fire should be more or less fully developed in that one or two frames without having a explosive look.
Here is a reference pic how the fire should look like.
and yeah i totally forgot about the shaping tools - but do they really change the sim that much?
cheers
stefan
Technical Discussion » fire look development
- steff
- 25 posts
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Hi again,
I've got a question concerning pyro look development. I emit from a moving source and keep getting some kind of blobby shapes no matter how much turbulence i add. And I just cant figure out what to change get more streamlined flameshapes.
What do i need to adjust? The source, the prosolver, the shader or everything? Can anybody help me please?
Cheers,
Stefan
I've got a question concerning pyro look development. I emit from a moving source and keep getting some kind of blobby shapes no matter how much turbulence i add. And I just cant figure out what to change get more streamlined flameshapes.
What do i need to adjust? The source, the prosolver, the shader or everything? Can anybody help me please?
Cheers,
Stefan
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