Hello wizards!
I have a shader/vex question regarding the refraction shader.
So I have this very non conventional render where I am rendering a water cylinder with a custom lens shader. Doing kind of an inwards cylindrical camera.
The goal is to place this render on a cylindrical display. So at the beginning the idea was to be able to see the other side of the water but now, it was decided to remove it completely.
So I said ok, I can reduce the clipping plane of the camera that should get rid of the other side of the water cylinder, but, then of course I can still see the other side of the water when it is below the water surface, because that's what the first refraction ray will be. I then thought, well maybe I can add a black cylinder but then that will just make the refraction rays stop sooner and the resulting image will be darker.
So my questions will be:
- Is there a way to limit the distance of the refraction rays?
- If not, is there a way to output a refraction VEX variable based on the depth of the refracted ray? So that I can get an image plane that outputs only the furthest or closest refracted surface so that I can mask those.
I am using the glass shader preset from the material library, so nothing custom other than the lens shader, which is a modified reference to Paul's guide on custom lens shaders [www.sidefx.com] using VEX
So basically by now, what I need would be a render like the one with the Far Clip at 3.5 but without the refracted water from the other side.
*The viewport screenshot is a reference of how the water mesh looks like
Found 9 posts.
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Technical Discussion » Reefraction Ray Level Depth (Mantra)
- zeekindustries
- 9 posts
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Technical Discussion » Merge Multiple FLIP Sim data
- zeekindustries
- 9 posts
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Hellow Wizards!
I am working on a FLIP simulation that in all seems a bit too long to simulate.
The good thing about it is that the motion has some "rest" moments.
So my idea is that these rest moments act as "blending bridges" between them in case there are retakes on any of the stages. That way I can only resim the retake part and not the whole sequence.
For example:
Tank Filling Up -> Water Comes To Rest -> Water Motion #1 -> Water Comes To Rest -> Water Motion #2
What I would like to achieve is a way to have for instance, the "Tank Filling Up" motion to blend towards one frame of Water Comes To Rest, which will be used as initial data for the other two Water Motion clips.
I just started to look into a solution like this, but would be great to have some professional advice on how to achieve it.
Thanks a lot!
I am working on a FLIP simulation that in all seems a bit too long to simulate.
The good thing about it is that the motion has some "rest" moments.
So my idea is that these rest moments act as "blending bridges" between them in case there are retakes on any of the stages. That way I can only resim the retake part and not the whole sequence.
For example:
Tank Filling Up -> Water Comes To Rest -> Water Motion #1 -> Water Comes To Rest -> Water Motion #2
What I would like to achieve is a way to have for instance, the "Tank Filling Up" motion to blend towards one frame of Water Comes To Rest, which will be used as initial data for the other two Water Motion clips.
I just started to look into a solution like this, but would be great to have some professional advice on how to achieve it.
Thanks a lot!
Technical Discussion » Lens Shader Clipping Planes
- zeekindustries
- 9 posts
- Offline
Hey Mark!
Sorry for not specifying that, it is for Mantra!
Now that you mention, I may start looking into porting my lens shader into Karma if the time allows.
Sorry for not specifying that, it is for Mantra!
Now that you mention, I may start looking into porting my lens shader into Karma if the time allows.
Technical Discussion » Lens Shader Clipping Planes
- zeekindustries
- 9 posts
- Offline
Hello Wizards!
I have a quick question for all VEX samurais over there regarding as the title implies the clipping planes of a lens shader.
So far I understand and am able to manipulate the P and I (direction) of where the rays are shooting, and I have tried to find a way to modify the far and near clippling planes of my render but so far no success.
So, my concrete question is: what is the CVEX declaration of the near and far clip plane in a lens shader?
I mean it should be something in the lines of:
I also tried multiplying the direction, in hopes that maybe it will do something. It is an orthographic inwards cylinder btw!
Thanks a lot for reading
Cheers!
I have a quick question for all VEX samurais over there regarding as the title implies the clipping planes of a lens shader.
So far I understand and am able to manipulate the P and I (direction) of where the rays are shooting, and I have tried to find a way to modify the far and near clippling planes of my render but so far no success.
So, my concrete question is: what is the CVEX declaration of the near and far clip plane in a lens shader?
I mean it should be something in the lines of:
export vector P = 0; //Ray origin in Camera space export vector I = 0; //Ray direction in Camera Space export int valid = 1; //Whether the sample is valid for measuring //tried this as referenced here: https://www.sidefx.com/docs/houdini/vex/functions/orthographic.html but no dice export float clip_near
I also tried multiplying the direction, in hopes that maybe it will do something. It is an orthographic inwards cylinder btw!
Thanks a lot for reading
Cheers!
Edited by zeekindustries - 2021年8月17日 10:20:17
Houdini Engine for Unity » Vertex colors from Houdini to Unity
- zeekindustries
- 9 posts
- Offline
zeekindustries
Hey guys!
Coming from the same place, trying to write my vertex colors onto an ABC that I want to read in Unity. I can see that the latest version of the importer can read them, what I am not being able to do is to write the Vertex Colors on the ABC (can't read them even in Maya :c ). Tried already promoted Cd from Point to Vertex and added an Alpha vertex attr. No luck.
Can anyone share some insights on how or what options set on the Alembic ROP for this to work please?
I imported gassanof's alembic and the vertex colors come through with no problem, so I guess there's something I'm missing when writing those. No problem with FBX though, but ABC is really my only option right now for this.
Cheers everyone!
Hey everyone!
A happy update about this, if it comes handy to anyone. I found out that in order for the Alembic ROP to recognize and write properly the vertex color data the Cd attribute has to be explicitly created as a 3flt(Clr) type of attribute.
So what I did was declare it as such before adding any coloring operation, but it would be nice that those type of SOPs that have to do with modifying color would do it by default.
With that the Abc ROP will be happy and vertex color is written properly.
Cheers guys!
Houdini Engine for Unity » Vertex colors from Houdini to Unity
- zeekindustries
- 9 posts
- Offline
Hey guys!
Coming from the same place, trying to write my vertex colors onto an ABC that I want to read in Unity. I can see that the latest version of the importer can read them, what I am not being able to do is to write the Vertex Colors on the ABC (can't read them even in Maya :c ). Tried already promoted Cd from Point to Vertex and added an Alpha vertex attr. No luck.
Can anyone share some insights on how or what options set on the Alembic ROP for this to work please?
I imported gassanof's alembic and the vertex colors come through with no problem, so I guess there's something I'm missing when writing those. No problem with FBX though, but ABC is really my only option right now for this.
Cheers everyone!
Coming from the same place, trying to write my vertex colors onto an ABC that I want to read in Unity. I can see that the latest version of the importer can read them, what I am not being able to do is to write the Vertex Colors on the ABC (can't read them even in Maya :c ). Tried already promoted Cd from Point to Vertex and added an Alpha vertex attr. No luck.
Can anyone share some insights on how or what options set on the Alembic ROP for this to work please?
I imported gassanof's alembic and the vertex colors come through with no problem, so I guess there's something I'm missing when writing those. No problem with FBX though, but ABC is really my only option right now for this.
Cheers everyone!
Houdini for Realtime » Vertex Animation Textures ROP 2.0 Released
- zeekindustries
- 9 posts
- Offline
Hey guys!
I'm just starting to fiddle more in detail with the VAT workflow on Unity.
I'd like to ask you Mike if it's possible to export custom attributes with the VAT node.
I found that there's an Import Attribute/Export Attribute tab that reads P, I tried typing a custom attribute but it just rendered the position regardless of that.
Is there anything extra that I should setup for this to work in my particular case?
What I want to do is follow Keijiro's example [github.com] and have some behaviors being driven by animated attributes from Houdini.
Any help or guidance will be very much appreciated Mike, thanks a lot! Awesome work ;D
I'm just starting to fiddle more in detail with the VAT workflow on Unity.
I'd like to ask you Mike if it's possible to export custom attributes with the VAT node.
I found that there's an Import Attribute/Export Attribute tab that reads P, I tried typing a custom attribute but it just rendered the position regardless of that.
Is there anything extra that I should setup for this to work in my particular case?
What I want to do is follow Keijiro's example [github.com] and have some behaviors being driven by animated attributes from Houdini.
Any help or guidance will be very much appreciated Mike, thanks a lot! Awesome work ;D
Houdini Learning Materials » Combining Flip Sim and Ocean Surface
- zeekindustries
- 9 posts
- Offline
aguha2050
Hi I'm also trying to get a similar effect… can you please explain..?
thanks
I'll second to that, I'm still a little bit confused on how to blend the make the velocity blend with the different surfaces.
Technical Discussion » Timeline Problem
- zeekindustries
- 9 posts
- Offline
Hey guys, I ran into the same problem, saw the video from Ari but didn't quite got how to remove that annoying selection box, did any of you guys managed to get rid of it?
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