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Found 1601 posts.

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Technical Discussion » Volume Shadow Matte / Phantom?

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JColdrick
4140 posts
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 2010年8月20日 09:57:43
Something nagging at the back of my head about a new feature in H11 that might help with this, but it's not taking. Anyway, take a look at Deep Camera Maps in the help, this will definitely accomplish what you want, although it tends to be somewhat of an elephant gun. You might want to scan through the new features in 11 first just to eliminate whatever I'm remembering…

Cheers,

J.C.
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Houdini Lounge » Occlusion Material removed?

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JColdrick
4140 posts
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 2010年8月19日 13:37:10
Actually I'm pretty sure the Occlusion shader that was in the gallery didn't work with the new lighting setup anyway, it error'ed out. I think it's a moving forward sort of thing, leave behind as much of the old ways as possible. Personally, it doesn't bother me, but I see your point.

Cheers,

J.C.
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Technical Discussion » Volume Shadow Matte / Phantom?

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JColdrick
4140 posts
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 2010年8月19日 13:27:57
I might be mistaken but I think you can assign the standard matte setting to the volume and it behaves properly i.e. still uses the shader to determine where there's smoke and where there isn't, then mattes it. Under Render/Shading/Matte Shading on the Volume object.

Cheers,

J.C.
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Houdini Indie and Apprentice » Preview shader on geometry in the viewer H11 vs 10

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JColdrick
4140 posts
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 2010年8月17日 11:37:40
I just dragged a checkerboard shader onto an object and after adding UVs the pattern shows up.

Be sure you're using a recent build, lot's of little niggly things are being fixed since release. I'm running 11.0.471.

Cheers,

J.C.
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Houdini Indie and Apprentice » Preview shader on geometry in the viewer H11 vs 10

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JColdrick
4140 posts
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 2010年8月17日 09:56:58
What feature exactly in 10 are you referring to?

Cheers,

J.C.
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Houdini Indie and Apprentice » Shader view not working after upgrade to H11.

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JColdrick
4140 posts
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 2010年8月16日 10:53:06
The cool thing is that IPR isn't really intended to be a shader ball replacement - it's giving you feedback with more relevant data typically in a lighting environment closer to what the final will be like i.e. invaluable. Of course, sometimes it's handy to have a standard sphere/torus/teapot when doing very preliminary setup, I often have a Sphere SOP or obj in a hip for just that reason. It's not *quite* as fast as the shader ball, but it's not much slower and obviously far more useful for catching things like how shadows/highlights will fall, etc.

Cheers,

J.C.
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Technical Discussion » H11 material shader builder, how to access shaders inside?

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JColdrick
4140 posts
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 2010年8月14日 11:39:53
I'm not exactly sure what you mean by ‘accessing’ the different contexts, but if you check the docs on Working with VOPs [sidefx.com] it mentions:

A material network contains an “output” node for each shading context (for example, surface_output, displacement_output, light_output, fog_output). Whatever goes into these nodes defines the output of the shader.
…
The output nodes feed into a final “collect” node. You can create multiple output nodes and Switch between them prior to the collect node if necessary.

Does that help with what you want to do?

Cheers,

J.C.
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Houdini Indie and Apprentice » Too many Lights

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JColdrick
4140 posts
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 2010年8月13日 15:32:51
Well, of course I can't tell exactly what you're trying to achieve with all those lights, but one new option in H11 is Active Radius, under attenuation on the light. You can set this to as little as possible and nothing outside of that range receives illumination. This helps a lot with tons of ornamentation lights.

Cheers,

J.C.
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Houdini Indie and Apprentice » Shader view not working after upgrade to H11.

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JColdrick
4140 posts
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 2010年8月13日 11:10:54
Nope, not just you. As mentioned by Jason earlier, the shader view obviously hasn't had much attention and there's been major changes to shading. Try using IPR, it's far, far more revealing than the shader ball.

Cheers,

J.C.
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Technical Discussion » Geometry lights with material - example?

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JColdrick
4140 posts
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 2010年8月5日 11:15:56
The reason cited was speed/optimization. I too share your sadness, this has been a real stickler for me. The process of exposing is simply too repetitive and time consuming. Custom versions are big decisions, not to be made lightly in a shared environment.

Cheers,

J.C.
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Houdini Lounge » OS X H11 Compiling Errors

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JColdrick
4140 posts
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 2010年8月5日 10:59:50
Tuesday, August 3, 2010
Houdini 11.0.462: Fixing problems related to determining the Python version when using the system's installation of Python.

If you haven't already, might be worth trying that version or later to see if it addressed it.

Cheers,

J.C.
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Houdini Lounge » OS X H11 Compiling Errors

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JColdrick
4140 posts
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 2010年7月30日 13:09:57
Hmm, during beta testing, close to release, there was a problem with the help not working on some systems, it turned out those that had manually installed libxml couldn't get the help working. That was addressed, but I believe it was related to pushing the user to use the python release from the Houdini distribution. I wonder if this is related?

Cheers,

J.C.
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Houdini Lounge » Access to changelog limited to ALPHA - why?

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JColdrick
4140 posts
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 2010年7月29日 11:10:14
There's always a little hiccup when build states tweak between alpha/beta/release. I'm sure they're on it.

Cheers,

J.C.
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Houdini Lounge » Alembic

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JColdrick
4140 posts
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 2010年7月28日 14:02:06
For those that haven't heard:

http://www.alembic.io/ [alembic.io]

a new 3D data transfer format released by Sony and ILM as open source. I'll be curious where this goes, I suspect it's more tailored to the large shops than the smaller, but like with OpenEXR I suspect we'll all benefit.

This link [earthtimes.org] also shows SESI is fully behind the initiative(see the provider quotes lower down) and while I wasn't there, rumour has it at the Siggraph SESI user group meeting the Alembic logo came up on a slide, so looks like we'll be sitting pretty.

Cheers,

J.C.
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Houdini Lounge » Non-flash version houdini website for iPad and iPhone users

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JColdrick
4140 posts
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 2010年6月2日 10:46:50
Hahahaha…oh wait you're serious…

J.C.
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Technical Discussion » Pz extra image plane & matte objects

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JColdrick
4140 posts
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 2010年4月15日 10:58:16
Applying ‘matte’ to an object really is just assigning a shader to it, nothing more. That doesn't remove it from dataset that's being rendered or having it's Pz calculated…

Cheers,

J.C.
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Houdini Lounge » (to Webmaster) Links to Posts

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JColdrick
4140 posts
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 2010年4月9日 14:40:04
That's it!

J.C.
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Houdini Lounge » (to Webmaster) Links to Posts

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JColdrick
4140 posts
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 2010年4月9日 12:33:17
I see what Jason's asking for, though, I don't think that's it. In multi-paged topics sometimes you want to refer to a specific post, not the whole topic. I was under the impression that phpbb doesn't have a syntax for an individual post.

J.C.
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Houdini Lounge » any way of recovering

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JColdrick
4140 posts
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 2010年3月19日 10:30:41
Maybe it's missing letters?

J.C.
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Houdini Lounge » one year ago after houdini 10 ))

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JColdrick
4140 posts
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 2010年3月19日 09:20:50
require complete sentenc

J.
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