thanks andrew, but why they are there anyways?
when Wolfwood showed result from mantra H8.2 without the dots, with the same settings as in H9.5 with them?
i have a dense geometry with bad topology (many tris, different densities), but with consistent normals and without polygon errors (overlapping, cracks, duplicities …). i am using poly to subdivs and still getting those dots
i am also using glossy refractions and occlusion in some passes so the pixel samples and render quality are a big rendertime hit for me
the sample scene i provided, has 0 amount of displacement, very clean geometry and when you turn off the subd SOP and turn on poly to subd, you will still get the black dots
so can you please confirm that this is normal error with micropoly displacements and the only way to minimalise the dots visibility is increasing shading quality and pixel samples? thanks
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Technical Discussion » BUG? Displacement black dots
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- tamte
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Technical Discussion » BUG? Displacement black dots
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- tamte
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it still doesn't solve my problem, because the black dots are still there and they are randomly scattered on every frame (because of camera anim) like noise
and when I render some 16 bit or float passes like Depth (in my project i have thickness) and then color correct them, the dots are more than clearly visible
I need to get rid of them completely
is there a reason for them to appear?
there is really no need for subdivide sop in this example, but in my project i have a dense mesh which is like the subd. was already applied, i use however poly to subd. but it doesn't clear things up
and when I render some 16 bit or float passes like Depth (in my project i have thickness) and then color correct them, the dots are more than clearly visible
I need to get rid of them completely
is there a reason for them to appear?
there is really no need for subdivide sop in this example, but in my project i have a dense mesh which is like the subd. was already applied, i use however poly to subd. but it doesn't clear things up
Technical Discussion » BUG? Displacement black dots
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- tamte
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I can't get rid of black dots in render, color and alpha (see picture)

they only appear when I use displacement shader with True Displacements enabled
the displace bounds parameter has no effect on this
dots appear even if displace amount is set to 0 (see hip file)
what can it be?
Pixel samples seem to affect this, but I must set it to like 10x10 to get rid of almost all dots. In the example file it's no big deal, but in my project I render many passes with the same displacement and increasing pixel samples rapidly increases render time
Any ideas if this can be avoided by some parameter or something?

they only appear when I use displacement shader with True Displacements enabled
the displace bounds parameter has no effect on this
dots appear even if displace amount is set to 0 (see hip file)
what can it be?
Pixel samples seem to affect this, but I must set it to like 10x10 to get rid of almost all dots. In the example file it's no big deal, but in my project I render many passes with the same displacement and increasing pixel samples rapidly increases render time
Any ideas if this can be avoided by some parameter or something?
Houdini Lounge » multiparm "#" symbol? how it works?
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- tamte
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Thank you Mario and twod !!!
inline function is working great!
i didn't know something like this is possible
I can't find it in documentation
can i call For loop from inline function?
i tried For loop in python, but it seems to me that i can't set multiline expression as a default value of a parameter
ps: opsubpath() returns more than an object name, because i am calling it from an asset and i do not know its name, or name of other parent assets which all i get by opsubpath()
i am using the return string as an reflection mask
but anyways it works, thanks a lot
inline function is working great!
i didn't know something like this is possible
I can't find it in documentation
can i call For loop from inline function?
i tried For loop in python, but it seems to me that i can't set multiline expression as a default value of a parameter
ps: opsubpath() returns more than an object name, because i am calling it from an asset and i do not know its name, or name of other parent assets which all i get by opsubpath()
i am using the return string as an reflection mask
but anyways it works, thanks a lot
Houdini Lounge » multiparm "#" symbol? how it works?
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- tamte
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please, anyone?
can you at least tell me if it should work that way?
can this be considered as a bug?
or am I doing it wrong?
can you at least tell me if it should work that way?
can this be considered as a bug?
or am I doing it wrong?
Technical Discussion » Dynamic fur collision
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- tamte
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i assume you are trying to rotate it at the SOP level with transform SOP
connect Rest Position node before your transform SOP in your horse object
connect Rest Position node before your transform SOP in your horse object
Houdini Lounge » multiparm "#" symbol? how it works?
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- tamte
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i have created a new multiparm folder
inside i have 2 parameters
toggle get_path#
string path#
i have set default value for the second parameter:
`ifs(ch(“./get_path#”),opsubpath(“./obj#”),“”)`
i expected to get this after adding 1st instance of parameters:
`ifs(ch(“./get_path1”),opsubpath(“./obj1”),“”)`
second
`ifs(ch(“./get_path2”),opsubpath(“./obj2”),“”)`
…
however i got this
`ifs(ch(“./get_path#”),opsubpath(“./obj1”),“”)`
no matter how many “#” symbols i used in my expression, only the last one is evaluated as an instance number
any help?
inside i have 2 parameters
toggle get_path#
string path#
i have set default value for the second parameter:
`ifs(ch(“./get_path#”),opsubpath(“./obj#”),“”)`
i expected to get this after adding 1st instance of parameters:
`ifs(ch(“./get_path1”),opsubpath(“./obj1”),“”)`
second
`ifs(ch(“./get_path2”),opsubpath(“./obj2”),“”)`
…
however i got this
`ifs(ch(“./get_path#”),opsubpath(“./obj1”),“”)`
no matter how many “#” symbols i used in my expression, only the last one is evaluated as an instance number
any help?
Houdini Lounge » import attribute in shader by name?
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- tamte
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thanks Peter
Attribute SOP is good enough for me
i just thought, it can be done in shader
Attribute SOP is good enough for me
i just thought, it can be done in shader
Houdini Lounge » import attribute in shader by name?
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- tamte
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i want to expose a string parameter which will define the name of the attribute to import from geometry
for example:
i have a geometry with 3 vector attributes named “red”, “green”, “blue”
i want to use one of those attribs to define a surface color
so i create a parameter VOP with the name of the attribute
but i want to be able to choose the name of the attribute later by typing the name directly in the material parameters pane
is something like this possible?
or is renaming the attribute in SOPs to match hardcoded shader name the only way?
I dont want to force artists to dig inside the shader network and rename it there
for example:
i have a geometry with 3 vector attributes named “red”, “green”, “blue”
i want to use one of those attribs to define a surface color
so i create a parameter VOP with the name of the attribute
but i want to be able to choose the name of the attribute later by typing the name directly in the material parameters pane
is something like this possible?
or is renaming the attribute in SOPs to match hardcoded shader name the only way?
I dont want to force artists to dig inside the shader network and rename it there
Technical Discussion » Add Attribute VOP question
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- tamte
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Technical Discussion » Add Attribute VOP question
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- tamte
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is there any way to decide whether Add Attribute VOP creates an attribute or not?
i need to expose to user control over whether the new attribute will be float, 3 floats, or vector and since i can't control Type Modifier from outside i have created 3 add Attribute VOPs and tried to switch between them, no luck
all 3 were created
then i try to switch attribute name between name and empty string but the attribute was created even without a name
i need to expose to user control over whether the new attribute will be float, 3 floats, or vector and since i can't control Type Modifier from outside i have created 3 add Attribute VOPs and tried to switch between them, no luck
all 3 were created
then i try to switch attribute name between name and empty string but the attribute was created even without a name
Houdini Lounge » Fit Range Node clamps out value?
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- tamte
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is it normal that Fit Range node clamps output value to target range?
it makes it unusable for many situations wrere i need only remap value to a new range
9.5.197
it makes it unusable for many situations wrere i need only remap value to a new range
9.5.197
Technical Discussion » Chops - Faking Hair dynamic...
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- tamte
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here are two examples
first is using chf() expression to sample profile curve
the other is using lookup chop for the same thing
first is using chf() expression to sample profile curve
the other is using lookup chop for the same thing
Technical Discussion » Chops - Faking Hair dynamic...
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- tamte
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jrgauthier
Would it be possible to the same thing but using the a motion curve?
sure, i'll post the example
Technical Discussion » Chops - Faking Hair dynamic...
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- tamte
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Houdini Lounge » ray type switch in Mantra?
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- tamte
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in mentalray there is a Ray Type Switch node which determines how the surface will look for different rays (eye, reflection, refraction, GI, …)
for example
i plug green shader into eye input of the ray type node
red shader into reflection input
blue into refraction input
yellow into GI
.
.
.
and when rendered, the surface will be green, but when you see it reflected in another object it is red, when it is behind a transparent surface it is blue and it casts yellow color in GI
is something similar acheivable in Mantra? (in one pass of course)
for example
i plug green shader into eye input of the ray type node
red shader into reflection input
blue into refraction input
yellow into GI
.
.
.
and when rendered, the surface will be green, but when you see it reflected in another object it is red, when it is behind a transparent surface it is blue and it casts yellow color in GI
is something similar acheivable in Mantra? (in one pass of course)
Houdini Lounge » Q/RFE: VEX Number of threads
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- tamte
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Houdini Lounge » Q/RFE: VEX Number of threads
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- tamte
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thanks, but will it use all cores?
i have thought that it is per CPU not per core
but it seems to speed things up so you are propably right
another Q
is there any reason for default being No Threading?
can i run into stability issues by using it widely?
i have thought that it is per CPU not per core
but it seems to speed things up so you are propably right
another Q
is there any reason for default being No Threading?
can i run into stability issues by using it widely?
Houdini Lounge » Q/RFE: VEX Number of threads
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- tamte
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Can I specify the number of threads as a non fixed value?
I have 2 cores on my notebook, so the maximum value I can set this to is 2
but when i open the asset on my 8 core workstation it is using only 2 cores however it is possible to set it to 8
it would be useful if i can set it to Maximum, so it will use the maximum cores on all machines
I have 2 cores on my notebook, so the maximum value I can set this to is 2
but when i open the asset on my 8 core workstation it is using only 2 cores however it is possible to set it to 8
it would be useful if i can set it to Maximum, so it will use the maximum cores on all machines
Houdini Lounge » Radio Buttons Usage?
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- tamte
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i have made an interface from Radio Button type folders and I want to use it in Switch SOP to switch between the inputs.
How can i access the information about active radio button by expression?
Or is there some other way of using Radio Buttons?
How can i access the information about active radio button by expression?
Or is there some other way of using Radio Buttons?
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