I have another Q: How do you render out half frames, especially for a bgeo sequence, if that even makes a difference? I.E. 0345, 0345.5, 0346, 0346.5, 0347, 0347.5, etc.
-jon
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Technical Discussion » rendering out half frames?
- vrljc
- 63 posts
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Technical Discussion » offsetting time in the file SOP?
- vrljc
- 63 posts
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I am trying to offset the time of my file sop by one frame. I remember doing it once, but I cannot remember how.
You take:
/file_$F4.bgeo
and add some ` marks to it and then?
-Jon
You take:
/file_$F4.bgeo
and add some ` marks to it and then?
-Jon
Technical Discussion » Popping i3d rendering
- vrljc
- 63 posts
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How is your PScale looking?
In all of my experience with I3d, one of the biggest things that causes popping is the Pscale. Your metaballs might look like they are expanding and shrinking like normal, yet your render still shows popping? Pscale is your problem.
If it is indeed a Pscale issue, then add a property pop to ur particles chain and in the scale channel, type in:
if($LIFE<.5, $LIFE,1-$LIFE)
-jon
In all of my experience with I3d, one of the biggest things that causes popping is the Pscale. Your metaballs might look like they are expanding and shrinking like normal, yet your render still shows popping? Pscale is your problem.
If it is indeed a Pscale issue, then add a property pop to ur particles chain and in the scale channel, type in:
if($LIFE<.5, $LIFE,1-$LIFE)
-jon
Technical Discussion » "look at" at the SOP level?
- vrljc
- 63 posts
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Hi All-
Is it possible to make a transform SOP “look at” another object at the SOP level? Easy to do with a geo @ the OBJ level, but I need it at the SOP level.
Any ideas?
-jon
Is it possible to make a transform SOP “look at” another object at the SOP level? Easy to do with a geo @ the OBJ level, but I need it at the SOP level.
Any ideas?
-jon
Technical Discussion » particles emitting light?
- vrljc
- 63 posts
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Hmmmm, i don't remember the turtle from the meeting. You referring to the SSS example of the Budha?
I have been thinking over my question a bit more…..i think it basically comes down to any object that is emitting light. Doesn't have to be specifically for particles, but rather for an object to emit light, as it will be instanced over the particles eventually. It sounds like a shader problem. For example in Lightwave, you can have an object use its luminance channel to emit light when it is coupled with radiosity. I am sure there is something similar to this in Houdini?
-jon
I have been thinking over my question a bit more…..i think it basically comes down to any object that is emitting light. Doesn't have to be specifically for particles, but rather for an object to emit light, as it will be instanced over the particles eventually. It sounds like a shader problem. For example in Lightwave, you can have an object use its luminance channel to emit light when it is coupled with radiosity. I am sure there is something similar to this in Houdini?
-jon
Technical Discussion » particles emitting light?
- vrljc
- 63 posts
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I have some pixi dust that flys next to a wall. I want the glow from the dust to illuminate the wall. So i guess i need the particles to emit light? How should I go about doing that?
-jon
-jon
Technical Discussion » creating sparkling particles?
- vrljc
- 63 posts
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J.C.-
You definately pointed me into the right direction. In the color pop, in the alpha tab, I used the Param and in its channel I used a simple rand($CA).
However, this was not enough, so from the origional particle group I broke it up into 5 more particle groups by using rand($ID)>.25 in each of the rules in each group. A new color pop was applied to each new group. I varied it up a bit and used noise($TX,$TY,$TZ) and other noise combinations in all of the other alpha params.
And it worked!
-Jon
You definately pointed me into the right direction. In the color pop, in the alpha tab, I used the Param and in its channel I used a simple rand($CA).
However, this was not enough, so from the origional particle group I broke it up into 5 more particle groups by using rand($ID)>.25 in each of the rules in each group. A new color pop was applied to each new group. I varied it up a bit and used noise($TX,$TY,$TZ) and other noise combinations in all of the other alpha params.
And it worked!
-Jon
Technical Discussion » creating sparkling particles?
- vrljc
- 63 posts
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Hi All-
I am trying to create sparkling particles, almost like pixi dust from tinkerbell.
Getting the motion of the particles is done, I am having trouble figuring out how to make them sparkle.
Doing a quick study of pixi dust (from the movie Peter Pan), I have noticed that a pixi dust particle changes its intensity from an intense yellow to almost black and back to intense yellow again, following what seems to be a noise function.
Any thoughts?
-Jon
I am trying to create sparkling particles, almost like pixi dust from tinkerbell.
Getting the motion of the particles is done, I am having trouble figuring out how to make them sparkle.
Doing a quick study of pixi dust (from the movie Peter Pan), I have noticed that a pixi dust particle changes its intensity from an intense yellow to almost black and back to intense yellow again, following what seems to be a noise function.
Any thoughts?
-Jon
Technical Discussion » rendering a shadow pass?
- vrljc
- 63 posts
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Alex-
I have not touched very many vex shaders. Say a ball is casting a shadow onto a ground plane. I want the shadow on the ground only. Do I apply the vex shader to the ground plane? Then are there any other settings i need to set?
-Jon
I have not touched very many vex shaders. Say a ball is casting a shadow onto a ground plane. I want the shadow on the ground only. Do I apply the vex shader to the ground plane? Then are there any other settings i need to set?
-Jon
Technical Discussion » rendering a shadow pass?
- vrljc
- 63 posts
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Technical Discussion » Masking an object
- vrljc
- 63 posts
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Technical Discussion » Masking an object
- vrljc
- 63 posts
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I am trying to mask an object from the render, but still use it to block particles.
I have a stationary box and particle dust starts in front of it, and flies behind it, thus the box blocks the dust. I want to mask the box, so i can composite the particles later.
There is a little button that you click to do this, right? Where is it?
-jon
I have a stationary box and particle dust starts in front of it, and flies behind it, thus the box blocks the dust. I want to mask the box, so i can composite the particles later.
There is a little button that you click to do this, right? Where is it?
-jon
Technical Discussion » export CHOP, how do you use it?
- vrljc
- 63 posts
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Simon-
I saw that feature, and I have no idea what to use for the second input. Any recommendations on an appropriate CHOP?
-Jon
I saw that feature, and I have no idea what to use for the second input. Any recommendations on an appropriate CHOP?
-Jon
Technical Discussion » export CHOP, how do you use it?
- vrljc
- 63 posts
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Thanks Dave!
In the end I actually just ditched the export CHOP and used only a single file CHOP. In the cameras T(XYZ) and R(XYZ) I copied and pasted:
chop(“/ch/ch1/file/channel1”)
and changed the channel number accordingly. Same effect.
-jon
In the end I actually just ditched the export CHOP and used only a single file CHOP. In the cameras T(XYZ) and R(XYZ) I copied and pasted:
chop(“/ch/ch1/file/channel1”)
and changed the channel number accordingly. Same effect.
-jon
Technical Discussion » export CHOP, how do you use it?
- vrljc
- 63 posts
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Hi all-
I am using the export CHOP for the first time and I am following the help window directions. However, it does not seem to be working properly.
I imported a .chan file from maya and all of the channels showed up in the graph view. This was done with the file CHOP. Then I piped the export CHOP out of the file CHOP and in the export CHOP told it to use the the correct curve, told it to go to obj/cam1, then told it to go to the tx channel.
This is supposed to override the /obj/cam1/tx channel right? It is not doing this.
Which step have I missed?
-Jon
I am using the export CHOP for the first time and I am following the help window directions. However, it does not seem to be working properly.
I imported a .chan file from maya and all of the channels showed up in the graph view. This was done with the file CHOP. Then I piped the export CHOP out of the file CHOP and in the export CHOP told it to use the the correct curve, told it to go to obj/cam1, then told it to go to the tx channel.
This is supposed to override the /obj/cam1/tx channel right? It is not doing this.
Which step have I missed?
-Jon
Technical Discussion » switching shaders
- vrljc
- 63 posts
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Technical Discussion » switching shaders
- vrljc
- 63 posts
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Simon-
How would you recommend "combine all three shaders into one and blend between them there"? Sorry, but I haven't really played around with the SHOP editor in too much detail.
Edward-
I tried that, but the sliders on the Switch SHOP use whole numbers only, no numbers with decimals. Which makes the Switch SHOP a light switch.
-Jon
How would you recommend "combine all three shaders into one and blend between them there"? Sorry, but I haven't really played around with the SHOP editor in too much detail.
Edward-
I tried that, but the sliders on the Switch SHOP use whole numbers only, no numbers with decimals. Which makes the Switch SHOP a light switch.
-Jon
Technical Discussion » switching shaders
- vrljc
- 63 posts
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My question is about switching shaders. I want an object to have three different shaders. For example, for frames 1-100 I want it to have a blue shader and for frames 101-200 I want it to have a green shader, then finally for frames 201-300 I want it to have a red shader. Now all three shaders must be seperate shaders (eventually they will be replaced with a clay shader, jelly shader, and another, different clay shader. I would like to figure out the concept first, of course).
The other thing is when one shader switches to the other, I want them to have a 30 frame blending period, so that they transition smoothly from one shader to the next. Now I have played with the switch SHOP, but that acts merely as a light switch, which will not give you a smooth transition between different shaders, or does it?
Any ideas of how to do such a thing?
-Jon
The other thing is when one shader switches to the other, I want them to have a 30 frame blending period, so that they transition smoothly from one shader to the next. Now I have played with the switch SHOP, but that acts merely as a light switch, which will not give you a smooth transition between different shaders, or does it?
Any ideas of how to do such a thing?
-Jon
Technical Discussion » exporting particles to maya
- vrljc
- 63 posts
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I have used this method before and I have had no success with it thus far. Have you?
If this method does work, then how do you import the .obj sequence into maya? I cannot even import a single .obj into maya, even with the .obj export/import plug-in turned on. Nothing shows up.
One thing that has worked before is I have used the copy sop to instance low poly spheres onto the particles, then I exported the instanced spheres as a .obj sequence. Then i succesfully imported that .obj sequence into lightwave.
What I need to do now is to do the same thing, except the particles need to be single points and I need to import that .obj sequence into maya.
Any ideas?
-vrljc
If this method does work, then how do you import the .obj sequence into maya? I cannot even import a single .obj into maya, even with the .obj export/import plug-in turned on. Nothing shows up.
One thing that has worked before is I have used the copy sop to instance low poly spheres onto the particles, then I exported the instanced spheres as a .obj sequence. Then i succesfully imported that .obj sequence into lightwave.
What I need to do now is to do the same thing, except the particles need to be single points and I need to import that .obj sequence into maya.
Any ideas?
-vrljc
Technical Discussion » exporting particles to maya
- vrljc
- 63 posts
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