Hi,
you should apply Volume Light to “pyro_import” node which imports the result of your pyro dynamics.
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Technical Discussion » Emit light from Pyro, how?
- Emil
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Technical Discussion » What's the difference between Mantra > Output Picture "ip" and "md"?
- Emil
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Hi,
By setting the mantra > Output Picture to one of these settings, which one says “ip” (interactive) or “md” (non-interactive) I output the image to Mplay. But I can't see any difference between these 2 features. First says interactive, but how interactive is this? For interactive feedback it is IPR used, and that's ok. But I don't understand “ip” mode's interactiveness.
By setting the mantra > Output Picture to one of these settings, which one says “ip” (interactive) or “md” (non-interactive) I output the image to Mplay. But I can't see any difference between these 2 features. First says interactive, but how interactive is this? For interactive feedback it is IPR used, and that's ok. But I don't understand “ip” mode's interactiveness.
Edited by Emil - 2018年10月17日 03:09:10
Technical Discussion » "Disable When" not working
- Emil
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I got answer from SideFX concerning this problem and I want to share it with all of you. They said “it will not work in material networks, as parameters in vops are live connections to the code”.
So I copied all what I had inside MAT > Material Builder to SHOP > vopmaterial, and it works now just as expected. But I think it would be convenient if MATs work at least the same way as SHOPs. It breaks the flow of workflow so for such a reason to use SHOPs.
So I copied all what I had inside MAT > Material Builder to SHOP > vopmaterial, and it works now just as expected. But I think it would be convenient if MATs work at least the same way as SHOPs. It breaks the flow of workflow so for such a reason to use SHOPs.
Technical Discussion » "Disable When" not working
- Emil
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gotchee
Hey Emil,
I can confirm the problem in your scene as well. I then tried rebuilding it from scratch in h17 and h16.5 and it also didn't work.
I also rebuild the functionality in a VOP-SOP and to my surprise it works there as expected. So it seems to be a bug relatet to VOP-Parameters in the /mat conext.
You should contact support or log an RFE for that, I think.
Best, gotchee
Thank you gotchee,
I sent SideFX a bug report and hope the soon resolution)
Technical Discussion » "Disable When" not working
- Emil
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Thank you jjayakumar and gotchee for replies. Yes, with your file it is ok gotchee, but with mine not so much).
Interesting thing is that it works with Hide When but not with Disable When. I attach the file, please see it.
It is in MAT context > MyMat node. I have there a Checkerboard toggle, when on, should disable the Main Color parameter and enable Color A, Color B and Frequency parameters.
Interesting thing is that it works with Hide When but not with Disable When. I attach the file, please see it.
It is in MAT context > MyMat node. I have there a Checkerboard toggle, when on, should disable the Main Color parameter and enable Color A, Color B and Frequency parameters.
Technical Discussion » How to use $HIP?
- Emil
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First use Set Project, then use $JOB instead of $HIP when you bring any file (textures so on).
Technical Discussion » "Disable When" not working
- Emil
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gotchee
Try adding spaces after the first and before last brace.
{ condition == 0 }
I think it also says so in the documentation :-)
Thx gotchee for reply.
Yes, there should be spaces after the first and before the last brace. But the actual problem is not related with this. Because the same expression works with “Hide When” field with no problem (even without that space). I think this functionality is no more active (deprecated). I follow the tutorial step by step and the guy does it in previous version (I think it is Houdini 14 or 15).
Technical Discussion » "Disable When" not working
- Emil
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Hi, I am following not so old tutorial and I've a condition to use in Disable When:
{condition == 0}
it is a toggle, but it does not work, has in Houdini 17 changed any syntax?
{condition == 0}
it is a toggle, but it does not work, has in Houdini 17 changed any syntax?
Technical Discussion » Grouping with a soft bounding box (falloff)
- Emil
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Hi everyone,
I am trying to select my primitives with Group node's Bounding Box feature, but what I don't want is when the bounding box comes on a primitive, the primitive jumps, does not smoothly selected. How can achieve such a selection so my bounding box has a kind of falloff, for example, if I use a PolyExtrude node based on my Group's bbox, I want my extrusions raise smoothly as the bbox come on them.
I am trying to select my primitives with Group node's Bounding Box feature, but what I don't want is when the bounding box comes on a primitive, the primitive jumps, does not smoothly selected. How can achieve such a selection so my bounding box has a kind of falloff, for example, if I use a PolyExtrude node based on my Group's bbox, I want my extrusions raise smoothly as the bbox come on them.
Work in Progress » Test render of hair and sss shader
- Emil
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david_maasThanks David, I will fix that soon!
Looks great!
The hair looks about two steps more detailed than the eyebrows, lashes skin and clothing… that's the only criticism I could offer.
Work in Progress » Test render of hair and sss shader
- Emil
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Hi everyone,
I have done hair and sss shader for the character and I want to get your opinions on this please.
I have done hair and sss shader for the character and I want to get your opinions on this please.
Technical Discussion » Can you can you recommend some good Houdini 16 Amarok UDIM tutoprials?
- Emil
- 48 posts
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You see all your scene objects in Scene level (also called object level). When you create cameras, lights you are in the scene level. When you dive into, you get into Geometry level (also SOP level). However, you can create objects in the Geometry level too by hitting TAB and typing, for example “sphere” or “box”.
Technical Discussion » Can you can you recommend some good Houdini 16 Amarok UDIM tutoprials?
- Emil
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No problem, we are all learning in this life. Below I explain in more detail.
In MAT context create:
1. Principled shader and a Texture node
2. Connect Texture node's “clr” out into the Principled shader's “basecolor”
3. Then to use your UDIM, in Texture node load your UDIM's first file then add this to your filename so it recognizes it as UDIM: %(UDIM)d.
For example, if your file is like this:
textures/Shirt.1001.tiff
then do this:
textures/Shirt.$(UDIM)d.tiff
I also attach an image for your convenience.
In MAT context create:
1. Principled shader and a Texture node
2. Connect Texture node's “clr” out into the Principled shader's “basecolor”
3. Then to use your UDIM, in Texture node load your UDIM's first file then add this to your filename so it recognizes it as UDIM: %(UDIM)d.
For example, if your file is like this:
textures/Shirt.1001.tiff
then do this:
textures/Shirt.$(UDIM)d.tiff
I also attach an image for your convenience.
Technical Discussion » How to set up variables to stay in current project and keep external links?
- Emil
- 48 posts
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Hello friends,
I have a project and I want Houdini to remember my project so I don't everytime use Set Project (although Set Project does not work as expected either). Also what is the standard for a typical production pipeline so both current project and external file links (textures, alembics and so on) always keep their links?
I have a project and I want Houdini to remember my project so I don't everytime use Set Project (although Set Project does not work as expected either). Also what is the standard for a typical production pipeline so both current project and external file links (textures, alembics and so on) always keep their links?
Technical Discussion » Can you can you recommend some good Houdini 16 Amarok UDIM tutoprials?
- Emil
- 48 posts
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Use Texture node, it has UDIM support. Just plug the Texture node to your material's needed parameter. For example, if you use Principles shader, pipe your Texture node's out into its basecolor input.
Also, after loading your first file (yourfile_1001.tiff) into the Texture Map field, put %(UDIM)d. The example is below:
yourfilename_%(UDIM)d.tiff
it will connect all your UDIM sequence.
Hope I could help you).
Also, after loading your first file (yourfile_1001.tiff) into the Texture Map field, put %(UDIM)d. The example is below:
yourfilename_%(UDIM)d.tiff
it will connect all your UDIM sequence.
Hope I could help you).
Technical Discussion » Extra guide appears when using texture for density in fur
- Emil
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Hi friends,
I have such a problem when using a texture for density of fur guides, an extra single guide appears in arbitrary places. I can't realize what is this. The image below shows the issue. Please reply who have encountered such a problem.
Thx.
I have such a problem when using a texture for density of fur guides, an extra single guide appears in arbitrary places. I can't realize what is this. The image below shows the issue. Please reply who have encountered such a problem.
Thx.
Technical Discussion » Excluding primitive groups from shadows
- Emil
- 48 posts
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Technical Discussion » Excluding primitive groups from shadows
- Emil
- 48 posts
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Hi everyone,
is there a way to exclude certain groups of an object from casting shadows? Also, I want to know whether I can exclude a specific light from getting reflected on the object.
I have a specific case, my character's eyeball gets shadows from its outer sphere (which is used for highlights), so the eyeball gets very dark. The character is a whole object (alembic) consisting of primitive groups. Now I want to exclude outer sphere not to cast shadow on the eyeball. Also my area light is reflected on the outer sphere, I would also like to exclude the light from reflection.
Thx.
is there a way to exclude certain groups of an object from casting shadows? Also, I want to know whether I can exclude a specific light from getting reflected on the object.
I have a specific case, my character's eyeball gets shadows from its outer sphere (which is used for highlights), so the eyeball gets very dark. The character is a whole object (alembic) consisting of primitive groups. Now I want to exclude outer sphere not to cast shadow on the eyeball. Also my area light is reflected on the outer sphere, I would also like to exclude the light from reflection.
Thx.
Edited by Emil - 2017年8月8日 10:16:33
Technical Discussion » Broken textures in digital assets
- Emil
- 48 posts
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Hi,
I have created a digital asset which has textures. But when I import it into another scene it comes with broken texture links. Each texture file refers to “$HIP/tex/MyFolder/MyTexture” but nothing is linked. Now how can I fix it so it is always linked to textures to whatever scene I import it? One and dirty way is to give every texture an absolute path, but what is the clever way of doing this?
I have created a digital asset which has textures. But when I import it into another scene it comes with broken texture links. Each texture file refers to “$HIP/tex/MyFolder/MyTexture” but nothing is linked. Now how can I fix it so it is always linked to textures to whatever scene I import it? One and dirty way is to give every texture an absolute path, but what is the clever way of doing this?
Edited by Emil - 2017年8月5日 08:31:02
Technical Discussion » Plant Guides - Can't increase its segments
- Emil
- 48 posts
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Hi,
When I use Plant Guides tool, it does not give me more than one segment upon creation (neither I can increase afterwards), it does not take into consideration what is entered in Default Segments field. What can I do to get desired number of segments when using Plant Guides tool? Thx.
When I use Plant Guides tool, it does not give me more than one segment upon creation (neither I can increase afterwards), it does not take into consideration what is entered in Default Segments field. What can I do to get desired number of segments when using Plant Guides tool? Thx.
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