hi,
I make a tube by boolean two cylinder, it seemed some problem with cookie boolean. Why?
thanks!
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Houdini Indie and Apprentice » boolean tube problem
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- jerry7
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Houdini Indie and Apprentice » pyro shader no self shadow
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- jerry7
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It worked! I'v set parameters as your mention, but I set shadow color to Black, so no self shadow. When set to White the self shadow worked! Thanks!
Houdini Indie and Apprentice » pyro shader no self shadow
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- jerry7
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Increase Smoke Density to 100 for billowy material, you will see selfshadow. But flame material can't.
Houdini Indie and Apprentice » pyro shader no self shadow
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- jerry7
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Houdini Indie and Apprentice » pyro shader no self shadow
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- jerry7
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hi,
I use Flames shelf tool create flame with smoke. I'v checked Shading/Calculate Shadows and set shadow color to black. But the smoke component still has no self shadow with light.
I want to known if Pyro shader can cast self shadow as Billowy Smoke shader ?
thanks!
I use Flames shelf tool create flame with smoke. I'v checked Shading/Calculate Shadows and set shadow color to black. But the smoke component still has no self shadow with light.
I want to known if Pyro shader can cast self shadow as Billowy Smoke shader ?
thanks!
Houdini Indie and Apprentice » Hard render result with smooth normal
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- jerry7
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Houdini Indie and Apprentice » Hard render result with smooth normal
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- jerry7
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Thanks for these base knowledge.
I have not maya now, I will test it when met maya seat.
I think mantra should add some parameter to tweak this artifacts.
Because we can't always render poly as subdivision, for example logo animation and for some low poly game cartoon effect.
We should not rely on very high density polygon to render smooth transition.
I have not maya now, I will test it when met maya seat.
I think mantra should add some parameter to tweak this artifacts.
Because we can't always render poly as subdivision, for example logo animation and for some low poly game cartoon effect.
We should not rely on very high density polygon to render smooth transition.
Houdini Indie and Apprentice » Hard render result with smooth normal
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- jerry7
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Houdini Indie and Apprentice » Hard render result with smooth normal
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- jerry7
- 663 posts
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Houdini Indie and Apprentice » Hard render result with smooth normal
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- jerry7
- 663 posts
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Houdini Indie and Apprentice » Hard render result with smooth normal
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- jerry7
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These points you mentioned is cause by low poly segment, not Hard Aritfact. when you increase segment ,these artifacts are disappeared.
Houdini Indie and Apprentice » Hard render result with smooth normal
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- jerry7
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Houdini Indie and Apprentice » Hard render result with smooth normal
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- jerry7
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hi, MartybNz
From your sample scene, I know the reason for hard shading is Self Shadow with Double side.
If I use Backface Removal ,the shadow detached from object's intersection that can't be accepted for product.
If I don't Backface Removal , the shadow border not smooth.
If I close self shadow as you sample scene, the final result is not be accepted for some scene that need selfshadow.
So ,I have no idea about it now!
PS: even I increase segment , shadow border is still jagged.
From your sample scene, I know the reason for hard shading is Self Shadow with Double side.
If I use Backface Removal ,the shadow detached from object's intersection that can't be accepted for product.
If I don't Backface Removal , the shadow border not smooth.
If I close self shadow as you sample scene, the final result is not be accepted for some scene that need selfshadow.
So ,I have no idea about it now!
PS: even I increase segment , shadow border is still jagged.
Houdini Indie and Apprentice » Hard render result with smooth normal
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- jerry7
- 663 posts
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Houdini Indie and Apprentice » Hard render result with smooth normal
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- jerry7
- 663 posts
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Houdini Indie and Apprentice » Hard render result with smooth normal
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- jerry7
- 663 posts
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Houdini Indie and Apprentice » Is HScript deprecated?
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- jerry7
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hi
The help document said :“The old expression language is still available in Houdini for compatibility with older files and scripts. For new animations, we recommend you use the new HOM scripting architecture instead.”
I'm newbie for HScript and I want to ignore it and use HOM instead. Does this make sense ? And from the help document we can say SESI will not continue develope HScript any more, is it true?
Thanks!
The help document said :“The old expression language is still available in Houdini for compatibility with older files and scripts. For new animations, we recommend you use the new HOM scripting architecture instead.”
I'm newbie for HScript and I want to ignore it and use HOM instead. Does this make sense ? And from the help document we can say SESI will not continue develope HScript any more, is it true?
Thanks!
Houdini Indie and Apprentice » vop node for chf() vex function
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- jerry7
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Houdini Indie and Apprentice » Time Shift with Copy Stamp
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- jerry7
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Houdini Indie and Apprentice » Time Shift with Copy Stamp
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- jerry7
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hi,
I use stamp() func in time shift sop,but it seemed not to work. Could time shift sop use stamp variable with down stream copy node ?
thanks!
I use stamp() func in time shift sop,but it seemed not to work. Could time shift sop use stamp variable with down stream copy node ?
thanks!
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