hard to say without seeing a hip file, but first off are your geos polygons?
texture bake only works on polys
Found 154 posts.
Search results Show results as topic list.
Technical Discussion » Texture baking with point clouds
- sidenimjay
- 702 posts
- Offline
Technical Discussion » Skin Sop help plz
- sidenimjay
- 702 posts
- Offline
Technical Discussion » Skin Sop help plz
- sidenimjay
- 702 posts
- Offline
Technical Discussion » Skin Sop help plz
- sidenimjay
- 702 posts
- Offline
in order to properly assist, we need an example hip file of what you are trying to achieve
Houdini Lounge » Ouch! Solid Angle has joined Autodesk
- sidenimjay
- 702 posts
- Offline
Houdini Indie and Apprentice » Emitting light from volume density
- sidenimjay
- 702 posts
- Offline
the easiest way is to select your volume geo node, and click the volume light button on the Lights and Cameras tool shelf
Technical Discussion » Plexiglass material - how to?
- sidenimjay
- 702 posts
- Offline
try this:
1.create a surface shader builder, go inside
2. add a surface model, if you are in h15 this will add a compute lighting and connect the proper outputs
3. turn off the diffuse model
4. set the refract model to GGX
5. set refraction roughness to 0.001
6. on the opacity tab, turn on Enable Fake Caustics
7. set the Fake caustic Shadow value to 0.5
8. set your Inside IOR to 1.488
9. apply this to your plexiglass box
10. render with PBR
This works for me in H15 without the need for attenuation
1.create a surface shader builder, go inside
2. add a surface model, if you are in h15 this will add a compute lighting and connect the proper outputs
3. turn off the diffuse model
4. set the refract model to GGX
5. set refraction roughness to 0.001
6. on the opacity tab, turn on Enable Fake Caustics
7. set the Fake caustic Shadow value to 0.5
8. set your Inside IOR to 1.488
9. apply this to your plexiglass box
10. render with PBR
This works for me in H15 without the need for attenuation
Technical Discussion » SSS Component - How to use?
- sidenimjay
- 702 posts
- Offline
Houdini Lounge » Substance plug-in for Houdini
- sidenimjay
- 702 posts
- Offline
guess its up to us to generate some pretty pics using this awesome tech and present them to SESI or Allegorithmic to use!
Houdini Lounge » Substance plug-in for Houdini
- sidenimjay
- 702 posts
- Offline
Houdini Lounge » Substance plug-in for Houdini
- sidenimjay
- 702 posts
- Offline
Houdini Learning Materials » Learning Expressions intro lesson 5
- sidenimjay
- 702 posts
- Offline
I think that your issue is that you have a key on the text parmameter
if delete the key and just use the expression it will work
here is a working file
if delete the key and just use the expression it will work
here is a working file
Work in Progress » Smoke not behaving like I want it to.
- sidenimjay
- 702 posts
- Offline
Jim, I just used the edges to limit where the smoke emission happens..imo, in reality, the dust would mostly be coming from the cracked edges rather than emitting from the entire volume of the chunk
this helps reduce the overall amount of smoke produced which in turn helps keep the expansion to a minimum, since the density tends to move to the lower pressure areas
converting the geos give a better representation of the shape as opposed to the single point stamp method from a packed prim. once converted the divide sop leaves just the unshared edges and the resample gives a smoother result in the volume source sop without having too large a sample radius which would bloat the edge
this helps reduce the overall amount of smoke produced which in turn helps keep the expansion to a minimum, since the density tends to move to the lower pressure areas
converting the geos give a better representation of the shape as opposed to the single point stamp method from a packed prim. once converted the divide sop leaves just the unshared edges and the resample gives a smoother result in the volume source sop without having too large a sample radius which would bloat the edge
Work in Progress » Smoke not behaving like I want it to.
- sidenimjay
- 702 posts
- Offline
I did a few things…maybe its the result you like or maybe not …
I converted the fracture geos and used the edges to generate the dust, I also set the density released much lower, too much density will help push the smoke outward to satisfy the pressure solve, I set the forces tab on the pyro solver to allow gravity to influence the smoke and set the buoyancy to balance the effect of gravity vs rising smoke
I converted the fracture geos and used the edges to generate the dust, I also set the density released much lower, too much density will help push the smoke outward to satisfy the pressure solve, I set the forces tab on the pyro solver to allow gravity to influence the smoke and set the buoyancy to balance the effect of gravity vs rising smoke
Houdini Indie and Apprentice » Use Alembic in DOPs
- sidenimjay
- 702 posts
- Offline
alembics are more versatile and cleaner in my opinion, unless you need a rigged character
Houdini Indie and Apprentice » Use Alembic in DOPs
- sidenimjay
- 702 posts
- Offline
I agree with the alembic sop method
we always write our cameras out into their own alembic files and geometry into their alembic files
so much easier to maintain especially if there is a change to either animation or cameras, albeit a bit more maintenance with versions of abcs…
we always write our cameras out into their own alembic files and geometry into their alembic files
so much easier to maintain especially if there is a change to either animation or cameras, albeit a bit more maintenance with versions of abcs…
Houdini Indie and Apprentice » PopWrangle - Understanding what a script is doing.
- sidenimjay
- 702 posts
- Offline
you can now use 0,1,2,3 instead of @opinput1 …that makes more sense to my brain as well
v@Cd = point(1, “Cd”, @ptnum); to get from the second input,
if you want the Cd value from the first input it is more common to just use
vector myColor = @Cd; and avoid the point function lookup
the vex code actually, and I may need correction from the devs on this, but I understand it to execute on all the points at once, in threads, rather than a typical for loop from point 0 to point-n
you can write standard flow control statements as well, but those would also execute per point/entity type
creating your own attributes is as easy as using the @ syntax instead of just the type label
v@Cd = point(1, “Cd”, @ptnum); to get from the second input,
if you want the Cd value from the first input it is more common to just use
vector myColor = @Cd; and avoid the point function lookup
the vex code actually, and I may need correction from the devs on this, but I understand it to execute on all the points at once, in threads, rather than a typical for loop from point 0 to point-n
you can write standard flow control statements as well, but those would also execute per point/entity type
creating your own attributes is as easy as using the @ syntax instead of just the type label
Houdini Indie and Apprentice » PopWrangle - Understanding what a script is doing.
- sidenimjay
- 702 posts
- Offline
the i@ is declaring a new integer attribute on the geometry, v@foo creates a vector attribute etc…
when you use int foo or vector foo, it creates it as a local var to the current code
vector Cd = point(@OpInput1, “Cd”, @ptnum );
for this line, the point function is looking to the second input, inputs are 0 based, and getting the color attribute for the current point number in the first input, @ptnum
does that make sense?
when you use int foo or vector foo, it creates it as a local var to the current code
vector Cd = point(@OpInput1, “Cd”, @ptnum );
for this line, the point function is looking to the second input, inputs are 0 based, and getting the color attribute for the current point number in the first input, @ptnum
does that make sense?
Technical Discussion » Point deltas
- sidenimjay
- 702 posts
- Offline
if the two inputs are the same topologically, you shouldnt need the findattribval…imo
vector deltaP = @opinput1_P - @P;
@P = deltaP + @opinput2_P;
does this work for you ?
vector deltaP = @opinput1_P - @P;
@P = deltaP + @opinput2_P;
does this work for you ?
Technical Discussion » How do I Reference second input on point sop..h15
- sidenimjay
- 702 posts
- Offline
-
- Quick Links