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Houdini Lounge » H11 HDK using free compilers on windows?
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- Erik_JE
- 299 posts
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Technical Discussion » assign rand maps to objs
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- Erik_JE
- 299 posts
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luoqiulinjeff
Grab and create the local shader parameter using the right arrow menu.
jeff thank you very much , is your right arrow menu means “editing parameters interface” ? when i create parameters from nodes it tells me: “node is outside subnet…”!
so should i create this parameter By Type manually?
He means on the material tab of your geometry object.
Houdini Lounge » Converting to Polygons?
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- Erik_JE
- 299 posts
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scscop
This isn't working for me…
In Illustrator, I'm Creating Outline from the text and saving as an .ai file, uncompressed.
And then when I import into Houdini, nothing displays in the viewer…
Are you sure you converted it to paths?
Houdini Lounge » Converting to Polygons?
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- Erik_JE
- 299 posts
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http://www.sidefx.com/docs/houdini11.0/io/ai [sidefx.com]
This is what i usually and do and then PolyExtrude it.
EDIT: Opensource software InkScape can export EPS if you don't have illustrator or is running linux.
This is what i usually and do and then PolyExtrude it.
EDIT: Opensource software InkScape can export EPS if you don't have illustrator or is running linux.
Houdini Lounge » Blank buttons in Ubuntu 11.04
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- Erik_JE
- 299 posts
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Houdini Indie and Apprentice » Adding 2 displacements, error/warning vex compile
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- Erik_JE
- 299 posts
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It is probably because the wood is using surface shader inputs and is therefore calculated in the surface shader. Then you can not use it as input as it is not existing because the displacement shader is calculated before the surface shader.
Try using it only for displacement or try adding two of them. If it dont work then wood is restricted to the surface shader.
Try using it only for displacement or try adding two of them. If it dont work then wood is restricted to the surface shader.
Houdini Indie and Apprentice » Adding 2 displacements, error/warning vex compile
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- Erik_JE
- 299 posts
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As you seem to be displacing along the same normal i would suggest adding together the displacement amounts instead.
Also what compilation error do you get?
Also what compilation error do you get?
Houdini Indie and Apprentice » Need Help Buyin a New laptop
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- Erik_JE
- 299 posts
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HP EliteBook 8740w (XT910UT#ABA) Notebook Intel Core i7 740QM(1.73GHz) 17.0" Wide UXGA 4GB Memory DDR3 1333 500GB HDD 7200rpm DVD Super Multi NVIDIA Quadro FX 3800M
I think this would be a good computer for Houdini work if you bought some extra Memory and put in.
Costs around 2900$.
I think this would be a good computer for Houdini work if you bought some extra Memory and put in.
Costs around 2900$.
Houdini Indie and Apprentice » About fracturing simulation with Voronoi and RBD
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- Erik_JE
- 299 posts
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You can create your own prefractured pieces in SOPs with the Voronoi Fracture node and then bring em into DOPs as an RBD Fractured Object.
Houdini Indie and Apprentice » How do I use the BREAK SOP feature?
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- Erik_JE
- 299 posts
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When using the break SOP make sure to use a Polygon Sphere.
After that press 0 to enable Select Connected Geometry. You should then be able to select your piece and move it.
Works here at least.
After that press 0 to enable Select Connected Geometry. You should then be able to select your piece and move it.
Works here at least.
Technical Discussion » An Up Vector
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- Erik_JE
- 299 posts
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A Facet node with orient polygons and post-compute normals will probably fix your problem.
Houdini Indie and Apprentice » HDRI in houdini11
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- Erik_JE
- 299 posts
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uniqueloginnameroughsportyuniqueloginname
Note the image can't be in Radiance .hdr format
Are you sure about it? I don't think so …….
I'm happy to be proven wrong as .hdr is clearly a popular format
It might illuminate, but might not be mapped properly?
You can use .hdr. If you do the image need to be mapped in LatLong to work correctly.
Technical Discussion » About Network rendering
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- Erik_JE
- 299 posts
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Technical Discussion » About Network rendering
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- Erik_JE
- 299 posts
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You can either setup some kind of renderfarm software or use
mantra -h machine1, machine2 in your mantra rop.
mantra -h machine1, machine2 in your mantra rop.
Houdini Indie and Apprentice » Ambient occlusion pass
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- Erik_JE
- 299 posts
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Soothsayer
You need to plug in something into the bsdf (yellow). I'm not sure an occlusion node makes sense in PBR.
This was they key. Just me being stupid first. Now i can get AO with PBR without having any lights in the scene. Thanks.
What i can't do tho is use occlusion for displacement. “I” is not available in the displacement context. Is there any way to first run a surface shader. Export color. Import color into displacement and then run a second surface shader afterwards?
Kinda like using an FBO for storing stuff when doing shaderwriting for games.
Houdini Indie and Apprentice » Ambient occlusion pass
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- Erik_JE
- 299 posts
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Thanks but it's not what I want. I know how to get a AO pass for the whole scene affecting.
What i wan't is like AO but for a single object where it should only look how it self occludes itself. Not checking if other objects in the scene occludes it. only itself
Hope this was a better explanation than my last.
What i wan't is like AO but for a single object where it should only look how it self occludes itself. Not checking if other objects in the scene occludes it. only itself
Hope this was a better explanation than my last.
Houdini Indie and Apprentice » Ambient occlusion pass
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- Erik_JE
- 299 posts
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2. Add an occlusion operator inside of any of your material networks as the input for the diffuse color (I.e you could do this on one of the flat surface materials in the material gallery), and assign it to all the objects of your scene for that pass
Is this possible to get working with PBR. I can't manage it. With micropoly it works.
Or is there some other way to get a look which is kinda the same. I could calculate curvature on sop level and use only where it is concave but i would very much like to do it in the shader.
Houdini Indie and Apprentice » How can I break a brick wall in a realistic way?
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- Erik_JE
- 299 posts
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I think to get the most realistic effect you should model a single brick. And build a wall from that. You can write a simple python script that places the bricks as a wall so you do not have todo it manually.
If it is only one object it will break as one object.
If it is only one object it will break as one object.
Technical Discussion » Ocean toolkit setup
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- Erik_JE
- 299 posts
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There is no binary for windows yet but the source compiles for H11. So grab it from google code and compile it.
http://code.google.com/p/houdini-ocean-toolkit/ [code.google.com]
http://code.google.com/p/houdini-ocean-toolkit/ [code.google.com]
Houdini Indie and Apprentice » HBatch rendering. Expressions in output filename.
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- Erik_JE
- 299 posts
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Hi
I am trying to render a frame range through HBatch with the command:
render -V -o renderOut$F.pic mantra1
My problem is that the frame range starts at 145 and do neither increment or decrement.
I also tried specifying the frame range with:
render -V -f 1 240 -o renderOut$F.pic mantra1
But same result as before.
//regards
Erik
EDIT: Solved it with a Hython script. Would still be fun/good to know why it didnt work through HBatch tho.
I am trying to render a frame range through HBatch with the command:
render -V -o renderOut$F.pic mantra1
My problem is that the frame range starts at 145 and do neither increment or decrement.
I also tried specifying the frame range with:
render -V -f 1 240 -o renderOut$F.pic mantra1
But same result as before.
//regards
Erik
EDIT: Solved it with a Hython script. Would still be fun/good to know why it didnt work through HBatch tho.
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