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Technical Discussion » 2d noise map / principled shader
- ProceduralFrankie
- 76 posts
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Technical Discussion » Translucence in Principal Shader
- ProceduralFrankie
- 76 posts
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Oh great learning material guys, thanks!
And yes the first image is great, iwonder about reder times
And yes the first image is great, iwonder about reder times
Edited by ProceduralFrankie - 2018年8月15日 07:55:29
Houdini Indie and Apprentice » Baking displacement form hi res mesh not working
- ProceduralFrankie
- 76 posts
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A lot of information here, thank you very much for you time, I will follow and keep trying!
Houdini Indie and Apprentice » Baking displacement form hi res mesh not working
- ProceduralFrankie
- 76 posts
- Offline
Hello everyone,
i am trying to bake the surface detail of this hi res mesh on the low poly one with no success, i followed the texture masterclass which explains the baking process but can't really see why it's not working.
Any help woul dbe much appreciated
Francesco
here the hip file
https://wetransfer.com/downloads/5e3d4a141a23ff436b49ce3c88fb4c7b20180814161054/26529d50ae40f1e897c9d2a1b5e535af20180814161054/8c8200 [wetransfer.com]
i am trying to bake the surface detail of this hi res mesh on the low poly one with no success, i followed the texture masterclass which explains the baking process but can't really see why it's not working.
Any help woul dbe much appreciated
Francesco
here the hip file
https://wetransfer.com/downloads/5e3d4a141a23ff436b49ce3c88fb4c7b20180814161054/26529d50ae40f1e897c9d2a1b5e535af20180814161054/8c8200 [wetransfer.com]
Technical Discussion » How do I render out an animation?
- ProceduralFrankie
- 76 posts
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If it's only for visualization porpuses you could export it from the flipbook in mpg4, otherwise i guess you will need to export a sequence of frames and then use a comp softwate to write it out as clip
Technical Discussion » Uknown shading artefacts from Mantra rendering
- ProceduralFrankie
- 76 posts
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I also tried to delete all the texture maps but the base color and it would still create this artefats unfortunately
Technical Discussion » Translucence in Principal Shader
- ProceduralFrankie
- 76 posts
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Hello!
Sorry if i dig up this topic but i am very interested, so i am very new into shading in houdini and tryed your nodes but it comes out black, i am defintely missing something. Would you mind attaching a scene file or tell me how to preceed?
Many thanks
Francesco
Sorry if i dig up this topic but i am very interested, so i am very new into shading in houdini and tryed your nodes but it comes out black, i am defintely missing something. Would you mind attaching a scene file or tell me how to preceed?
Many thanks
Francesco
Technical Discussion » Uknown shading artefacts from Mantra rendering
- ProceduralFrankie
- 76 posts
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Yeah i used polydoctor, fused the geometry, deleted some faced to check if some other were hiding behind it but nothing…
Technical Discussion » Uknown shading artefacts from Mantra rendering
- ProceduralFrankie
- 76 posts
- Offline
Hello everyone,
i am having some serious rendering problems with a farily simple scene and materials, this black squares appear randomly and change each frame.
It would sound like a bug becasue sometimes the same frame renders cleanly from an other machine or after reeboot, I checked everything i could think about but no improvement. The only thing that seemed to be working, but only in Mplay renders,wes the rising of Raytracing bias, Z importance and Shading Qiality Multiplier. It was initially happening only in one file, but now is on two different scenes which share most of th esame assets and i don't know where to go. I would share a scenefile but there is a lot of stuff attached to it.
Any help or suggestion will be very much appreciated since is the last week of our master project!
Francesco
i am having some serious rendering problems with a farily simple scene and materials, this black squares appear randomly and change each frame.
It would sound like a bug becasue sometimes the same frame renders cleanly from an other machine or after reeboot, I checked everything i could think about but no improvement. The only thing that seemed to be working, but only in Mplay renders,wes the rising of Raytracing bias, Z importance and Shading Qiality Multiplier. It was initially happening only in one file, but now is on two different scenes which share most of th esame assets and i don't know where to go. I would share a scenefile but there is a lot of stuff attached to it.
Any help or suggestion will be very much appreciated since is the last week of our master project!
Francesco
Edited by ProceduralFrankie - 2018年8月13日 18:35:59
Houdini Indie and Apprentice » GI makes scene darker?
- ProceduralFrankie
- 76 posts
- Offline
Hello everyone,
I am trying to make the lighting of a warehouse, the set up is pretty basic:
- portal light working as envlight
- distant light
and the GI light that apparently is making the scene darker than when is swtiched off. Does anybody know how to solve this?
Thank You very Much
Frankie
I am trying to make the lighting of a warehouse, the set up is pretty basic:
- portal light working as envlight
- distant light
and the GI light that apparently is making the scene darker than when is swtiched off. Does anybody know how to solve this?
Thank You very Much
Frankie
Technical Discussion » VEX Normals orientation
- ProceduralFrankie
- 76 posts
- Offline
Hello everyone,
i am having a lot of problems with my model's normals, as it appears on the picture only some of them are pointing outside whereas some others are flipped. I tried every node i know deals with normals, including the topology tab of the PolyDoctor but i had no luck.
How could VEX be used to analyze the model and correct out only those normals that are pointing in?
Many thanks in advance
Francesco
i am having a lot of problems with my model's normals, as it appears on the picture only some of them are pointing outside whereas some others are flipped. I tried every node i know deals with normals, including the topology tab of the PolyDoctor but i had no luck.
How could VEX be used to analyze the model and correct out only those normals that are pointing in?
Many thanks in advance
Francesco
Edited by ProceduralFrankie - 2018年5月7日 04:00:18
Technical Discussion » Grid subdibvision problem
- ProceduralFrankie
- 76 posts
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Hi inhiding,
thank you for your feedback. I wouldn't leave the door as a 2d surface, I would then exrude it to give the requested thickness and then polybevel the edges that I am interested in so to have more control after the subd. I might restart the piece directly with a box rather than a grid and see if i can achieve better results. Thank you!
thank you for your feedback. I wouldn't leave the door as a 2d surface, I would then exrude it to give the requested thickness and then polybevel the edges that I am interested in so to have more control after the subd. I might restart the piece directly with a box rather than a grid and see if i can achieve better results. Thank you!
Technical Discussion » Grid subdibvision problem
- ProceduralFrankie
- 76 posts
- Offline
Hi Aizatulin,
it still doenst give me a clean result on the geometry unfortunaly, i managed to get this, polybeveling the point but still the shading has some artefacts given by the bending of the subd. How whould you approach the modeling of a door of a car, where the frame has to be a different piece disconnected from the windshield?
it still doenst give me a clean result on the geometry unfortunaly, i managed to get this, polybeveling the point but still the shading has some artefacts given by the bending of the subd. How whould you approach the modeling of a door of a car, where the frame has to be a different piece disconnected from the windshield?
Technical Discussion » Grid subdibvision problem
- ProceduralFrankie
- 76 posts
- Offline
Thank you guys for all the answers,
@Midphase the main problem with adding geometry is that it will inevitably give me evident edges which i don't want and that i need to sweeten at the end with a polybevel. Also since I wil have to apply a car paint this edges will be very noticeabe.
@Aizatulin i tried with the crease after find iT out in Peter Quint's tut about subdivisions, and retried now after you suggested i, but donesn't seem to work for that edge unless i polyetrude first and also crease the lower edge. Unfortunately it gives very nasty topology
I also tried polybeveling the point and it kind of works, bu still very nasty geometry.
@Midphase the main problem with adding geometry is that it will inevitably give me evident edges which i don't want and that i need to sweeten at the end with a polybevel. Also since I wil have to apply a car paint this edges will be very noticeabe.
@Aizatulin i tried with the crease after find iT out in Peter Quint's tut about subdivisions, and retried now after you suggested i, but donesn't seem to work for that edge unless i polyetrude first and also crease the lower edge. Unfortunately it gives very nasty topology
I also tried polybeveling the point and it kind of works, bu still very nasty geometry.
Edited by ProceduralFrankie - 2018年4月15日 14:00:24
Technical Discussion » Grid subdibvision problem
- ProceduralFrankie
- 76 posts
- Offline
Hello,
I have been encountering this subdivision problem during the modelling process,i tried using edge loops but they won't solve the issue. What I also don't understand is why does it only happen on that particular corner?
Thank you for your time
I have been encountering this subdivision problem during the modelling process,i tried using edge loops but they won't solve the issue. What I also don't understand is why does it only happen on that particular corner?
Thank you for your time
Edited by ProceduralFrankie - 2018年4月15日 12:26:00
Houdini Indie and Apprentice » Antigravity Slomo Paint From Speaker fx
- ProceduralFrankie
- 76 posts
- Offline
Hi everyone,
i am a student and quite new to houdini. I am currently trying to achieve this fx
https://www.youtube.com/watch?v=5WKU7gG_ApU#t=3m [www.youtube.com]
and since it has to be driven by a particle system i have started with partciles with trail of which i changed the shape but it looks more like a scientific visualization of feertilization than paint ahah! The paint would also have to end up forming a paint ball/blob by the gathering of all the paint streams. I have a few questions:
- How can i randomize the shape and the behaviour of the trails to make it look more like the reference?
- How can i change only the sape of the first sphere copied onto the first particle of the trail without affectiing the shape of the trail?
- How could i integrate some indipendet/random bubbles of paint popping out of the main streams?
I attached hip if you want to take a look
Every other suggestion would be much appreciated
Many Thanks
i am a student and quite new to houdini. I am currently trying to achieve this fx
https://www.youtube.com/watch?v=5WKU7gG_ApU#t=3m [www.youtube.com]
and since it has to be driven by a particle system i have started with partciles with trail of which i changed the shape but it looks more like a scientific visualization of feertilization than paint ahah! The paint would also have to end up forming a paint ball/blob by the gathering of all the paint streams. I have a few questions:
- How can i randomize the shape and the behaviour of the trails to make it look more like the reference?
- How can i change only the sape of the first sphere copied onto the first particle of the trail without affectiing the shape of the trail?
- How could i integrate some indipendet/random bubbles of paint popping out of the main streams?
I attached hip if you want to take a look
Every other suggestion would be much appreciated
Many Thanks
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