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Technical Discussion » Group the primitives that were hit by "Intersect"
- tmdag
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you can add different attribute per object (or use just color in that case), compare those values and use “addPoint to group” vex vop node on points that you want to group
Technical Discussion » Mantra issue (mantra: Error writing data to image device)
- tmdag
- 168 posts
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Houdini Learning Materials » Sculpted Particle Fluid - Terrain
- tmdag
- 168 posts
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you have deleted part where you add fluid particles in your scene so it is hard to tell what was wrong
Technical Discussion » aligning normals?
- tmdag
- 168 posts
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check point normals and primitive normals direction.
Use Facet Sop with “post-compute normals” option
Use Facet Sop with “post-compute normals” option
Technical Discussion » lighting a point cloud
- tmdag
- 168 posts
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sl0throp
What about pointSop and add normal. Delete the channel and add a number to get the normals facing the direction you want. There are also numerous ways to manipulate normals via vops, pointWrangle, etc.
Also search around…I think Jeff Wagner has an example of a good krakatoa like point shader. I will post one when I get st my computer.
no matter if you use point sop or add attrubute or vopsop, if your normals will point one direction, your lighting will also treat it as flat surface (pointing in direction of your normals)
So to get good looking shading of your pointcloud, you should create normals that represent general shape.
Technical Discussion » help with dynamics setup - copy point attribute to geo???
- tmdag
- 168 posts
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Houdini Lounge » finding variables in the network
- tmdag
- 168 posts
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you mean check which vopsop and attribute create sops are creating attributes and where those created attributes are being used?
Technical Discussion » lighting a point cloud
- tmdag
- 168 posts
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not really. Facet would calculate normals based on geometry but in your case, You do not have any geometry so facet won't work.
Normals would help shade particles as “volume shape” so direction is quite important. You could get some sdf volume (maybe create one from those particles if you don't have any), calculate gradient from that sdf and pass it onto your particles.
Normals would help shade particles as “volume shape” so direction is quite important. You could get some sdf volume (maybe create one from those particles if you don't have any), calculate gradient from that sdf and pass it onto your particles.
Technical Discussion » use a hou.Vector3 to set a parmTuple
- tmdag
- 168 posts
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Technical Discussion » lighting a point cloud
- tmdag
- 168 posts
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Houdini Indie and Apprentice » reflections going through object - steep normals
- tmdag
- 168 posts
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You have to untick “Ensure Face Pointing Forward” in shader settings.
I have attached scene file explaining what is happening.
Cheers!
I have attached scene file explaining what is happening.
Cheers!
Houdini Learning Materials » Houdini Raytracer in VOPS
- tmdag
- 168 posts
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http://vimeo.com/74036949 [vimeo.com]
Hi,
I am working on small tutorial that help you understand basic principles of raytracing and have some fun with Houdini.
You will be able to create fully working raytracer inside VOPS without any coding or scriping (no tricks or cheats).
It is step by step, written tutorial explaining very basic principles of this topic so no need to worry about math or lack of high houdini skills.
Raytracer will have abilities to calculate simple shaders, anti aliasing, depth of field (and more to come)
I am trying to add part by part every week on my website http://tmdag.com, [tmdag.com] Have fun!
Hi,
I am working on small tutorial that help you understand basic principles of raytracing and have some fun with Houdini.
You will be able to create fully working raytracer inside VOPS without any coding or scriping (no tricks or cheats).
It is step by step, written tutorial explaining very basic principles of this topic so no need to worry about math or lack of high houdini skills.
Raytracer will have abilities to calculate simple shaders, anti aliasing, depth of field (and more to come)
I am trying to add part by part every week on my website http://tmdag.com, [tmdag.com] Have fun!
Houdini Lounge » New to VFX, need a lot of advice
- tmdag
- 168 posts
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So you are saying that school is expensive but you managed to buy all of those programs + DVD tutorials, blindly (without any knowledge about 3d) ? ))
On every job posting there are requirements so you can check what you need to know in order to work in this profession.
It's all about producing images so good, artistic eye is crucial. And no matter what 3d app is it, they all operate on the same basis.
Main difference is in workflow.
On every job posting there are requirements so you can check what you need to know in order to work in this profession.
It's all about producing images so good, artistic eye is crucial. And no matter what 3d app is it, they all operate on the same basis.
Main difference is in workflow.
Technical Discussion » Walk cycle
- tmdag
- 168 posts
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I am not sure what do You mean by ‘making it into a clip’. Simple example of your setup might help.
Houdini Indie and Apprentice » Q: Shader isnt casting shadow?
- tmdag
- 168 posts
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Houdini Indie and Apprentice » Normals Follow Path?
- tmdag
- 168 posts
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Houdini Indie and Apprentice » Normals Follow Path?
- tmdag
- 168 posts
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quick trick would be to put polyframe after curve, select “first edge” and rename “tangentu” to “up”
edit: aaagh, eetu was quicker
edit: aaagh, eetu was quicker
Technical Discussion » Walk cycle
- tmdag
- 168 posts
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Houdini Indie and Apprentice » Column Fracture-No inside selection option
- tmdag
- 168 posts
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could You attach hip file? that would be more clear what exactly happened inside your scene.
Technical Discussion » Houdini and Maya pipeline
- tmdag
- 168 posts
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I'm guessing that this is procedural texture so maybe you could bake it.. or just render sea part in houdini and comp it with maya elements.
..Or you might have to rewrite shader inside maya
..Or you might have to rewrite shader inside maya
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