Hi. I am little confounded how to feed COPs into VEX SuperMAt texture slots. In the Texture tabs, there is only option for existing on-disk textures, and it does not recognize file sequences, only single files. What is the procedure for defining COPs and file sequences as textures in Supermaterial?
Thank you
Dave Rindner
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Technical Discussion » Feeding COPs into VEX Supermaterial texture slots.
- Dave_ah
- 436 posts
- Offline
Technical Discussion » Vops feature recognition
- markmulli
- 1 posts
- Offline
Hey guys and gals,
I have created this rocky terrain in VOPS (see attached image) and I am trying to work out some ways to do the following stylized effects to it.
1. Along each ridge I would like to colour it with a fairly solid line that runs along it and that does not care how low/high the ridge is.
2. Where each peak in the ridge is I would like to put a colour circle.
These two challenges are not for anything specific but rather for learning how to make a VOPS network that can recognise features and trends in geometry.
I feel that feature recognition in shaders could resault in some fantastic landscape shaders. although somewhat slow
Any ideas are welcome
mark
I have created this rocky terrain in VOPS (see attached image) and I am trying to work out some ways to do the following stylized effects to it.
1. Along each ridge I would like to colour it with a fairly solid line that runs along it and that does not care how low/high the ridge is.
2. Where each peak in the ridge is I would like to put a colour circle.
These two challenges are not for anything specific but rather for learning how to make a VOPS network that can recognise features and trends in geometry.
I feel that feature recognition in shaders could resault in some fantastic landscape shaders. although somewhat slow
Any ideas are welcome
mark
Technical Discussion » VOPS IF
- Carlos
- 104 posts
- Offline
Does anyone have an example(a .hip file) of VOPS using an IF statement….?
I am trying to toggle on/off a parameter by using an if statement, and I can't seem to figure out how the if statement works in VOPs.
Thanks to anyone that can help!
I am trying to toggle on/off a parameter by using an if statement, and I can't seem to figure out how the if statement works in VOPs.
Thanks to anyone that can help!
Technical Discussion » Supermat OpenGL and Mantra Render are reversed.
- gerebox
- 1 posts
- Offline
When I view an object with a supermat SHOP applied to it in shaded view, it has a reversed UV to what renders with Mantra. The Supermat has an image in the emitchan and the openGL has the same image file. Can someone help as I need to see the image with the correct UV in the viewport.
Thanks
Thanks
Houdini Lounge » VEX Builder Shinny Metal?
- MatrixNAN
- 405 posts
- Offline
Ok I am doing a crome metal and I made a light blue tinted metal for this project I am doing. The environment map is of the mandrel which really does not work. Is there a way to have the metal reflect what is in the CG scene and not an envirnoment map? I was thinking maybe raytracing or something but I am not sure how to implement it in Houdini. This is my first time working with SHOPS and VEX. I absolutely love the modeling tools in Houdini they are so much better than Maya's in my opinion.
Cheers,
Nate Nesler
Cheers,
Nate Nesler
Technical Discussion » Preview controls have disappeared?
- Dave_ah
- 436 posts
- Offline
I am feel completely silly. I am unable to find preview controls for creating shaded AVI, trhough Mplay. Not rendering, just GL shaded saved to a an animation file. Its like they have disappeared from menues. I must have forgotten something, casuse when I opened the Interface PDF, I still am not able to find information. What is it called? I realise it's stupid question, and feel even more stupid asking about it. I remember doing it when I first installed Houdini, but have been so wrapped in learning its modeling, and of course fulfilling client projects, that I have tottally forget where those options lie. I naturally assumed that Preview controls would named as such and be in the menus in Objects. But theres nothing there, like that.
Thanks so much
Dave R
Thanks so much
Dave R
Technical Discussion » execute a tlc script from a hscript.cmd file
- thekenny
- 212 posts
- Offline
hi ya gang,
i seem to have totally forgotten how to do this.
i am running a callback from an operator script which is a series of hscript commands, but i also want it to execute a tcl script i have made which should update the .ds file for me.
can someone jog my memory.
how can i execute this tcl script from inside my hscript.cmd file. i don't want any tk interface,i just need it to parse the .ds file then cause a dsreload.
the tcl script works. but i can't seem to find a way to make it stream lined.
thanks in advance.
-k
i seem to have totally forgotten how to do this.
i am running a callback from an operator script which is a series of hscript commands, but i also want it to execute a tcl script i have made which should update the .ds file for me.
can someone jog my memory.
how can i execute this tcl script from inside my hscript.cmd file. i don't want any tk interface,i just need it to parse the .ds file then cause a dsreload.
the tcl script works. but i can't seem to find a way to make it stream lined.
thanks in advance.
-k
Technical Discussion » HOW TO CREATE A WATER SHADER AND FUR SHADER USING VOPS..
- THE YURI SPECIAL!
- 2 posts
- Offline
HELLO FELLOW HOUDINIANS I HAVE A PROJECT THAT I AM DOING……IM CREATING AN UNDERWATER SCENE FILLED WITH AQUATIC LIFE…..NOW MY SEA CREATURES ARE ALREADY MODELED….BUT HERE IS THE PROBLEM HOW DO I CREATE AN UNDERWATER ATMOSPHERE USING VOPS, MORE SPECIFICALLY A SHADER THAT HAS THE APPEARANCE OF WATER AND THAT HAS AN EXPRESSION TO CREATE A RIPPLE DISTORTION WITHIN THE WATER……I HOPE I DESCRIBED THAT CORRECTLY IF NOT I WILL GO INTO MORE DEPTH….. I KNOW ITS POSSIBLE TO DO THAT, BUT IT A LITTLE FAR BEYOND MY REACH SO I NEED YOU HOUDINI EXPERT'S TO HELP ME OUT ABIT, SECONDLY HOW DO YOU IMITATE FUR OR CREATE THE APPEARANCE IN FUR BECAUSE I HAVE A DRAGONFLY THATS IN BADLY NEED OF SOME ROGAINE……..!
SO, AS YOU CAN SEE I HAVE LITTLE EXPERIENCE IN VOPS…..SO iF YOU GUYS CAN HELP ME OUT I WOULD REALLY APPERICATE IT…..THANKS FOR YOUR TIME!
SO, AS YOU CAN SEE I HAVE LITTLE EXPERIENCE IN VOPS…..SO iF YOU GUYS CAN HELP ME OUT I WOULD REALLY APPERICATE IT…..THANKS FOR YOUR TIME!
Technical Discussion » why I3d gen will not work with dual processor
- ddrmonte
- 1 posts
- Offline
when i render out using (manta -h my_machine,my_machine) it will render my scene which contains multiple texture fogs perfectly fine with 1 processor. but when i render out using (mantra -H my_machine, my_machine) with a capital H like it's suppose to, it render using both processors but dosn't render any of my texture fogs. please help
Houdini Lounge » How: self-illuminate effect and blend shaders
- musickent
- 19 posts
- Offline
I have 2 questions here.. D
1)about self illumination. for instance, to create the effect of a moon, light bulb, how to do the self-illuminate effect…?
2)about blending shader. i want to animate a leaf turning from new to die away, I modify the shader for blasted leaf by putting some brown on the new leaf's texture(it is a jpg file). eg
newLeaf -> uvproject1 -> shader1
blasedLeaf -> uvproject2 -> shader2
When i applied the blend SOP for these two geometries, even i selected the Blend Texture option, it only blent the geometries but not the shaders.. why? How can i blend the shaders?
Thanks a lot
1)about self illumination. for instance, to create the effect of a moon, light bulb, how to do the self-illuminate effect…?
2)about blending shader. i want to animate a leaf turning from new to die away, I modify the shader for blasted leaf by putting some brown on the new leaf's texture(it is a jpg file). eg
newLeaf -> uvproject1 -> shader1
blasedLeaf -> uvproject2 -> shader2
When i applied the blend SOP for these two geometries, even i selected the Blend Texture option, it only blent the geometries but not the shaders.. why? How can i blend the shaders?
Thanks a lot
Houdini Lounge » Questions about lights and textures
- Dragon Ranger
- 18 posts
- Offline
I am modeling a variation of the obligatory trekie ship and have discovered a few problems, for me atleast, I hope.
I have used an atmospheric to simulate a radiant field, ops: I have got to tone it down a bit.
By the way the green glow in the nacelle is partialy accidental there is a vex metal shader set to green the same as the light and fog.
the field is lite by a dedicated light and the whole thing is parented.
:arrow: Nacelle->field->light
Now for my questions. How do I make the Ramscoop Glow(the red area)?
I currently have a light directed at it, but as you can see it does not work.
I also tried a glass texture and placing the light behind it that did not work either.
And, this may seem unrelated, but is there a way to simulate a light emiting diode(indicator lights)?
http://dragondroid.tripod.com/ [dragondroid.tripod.com]
I have used an atmospheric to simulate a radiant field, ops: I have got to tone it down a bit.
By the way the green glow in the nacelle is partialy accidental there is a vex metal shader set to green the same as the light and fog.
the field is lite by a dedicated light and the whole thing is parented.
:arrow: Nacelle->field->light
Now for my questions. How do I make the Ramscoop Glow(the red area)?
I currently have a light directed at it, but as you can see it does not work.
I also tried a glass texture and placing the light behind it that did not work either.
And, this may seem unrelated, but is there a way to simulate a light emiting diode(indicator lights)?
http://dragondroid.tripod.com/ [dragondroid.tripod.com]
Technical Discussion » Illuminance loop
- sirogi
- 13 posts
- Offline
can't we have more than one illuminance loop in a shader!!!
:cry:
any good reason I'm missing? isn't it supposet to be a convenient way of err…“looping” through lights?
and please don't ignore this post….
:cry:
any good reason I'm missing? isn't it supposet to be a convenient way of err…“looping” through lights?
and please don't ignore this post….
Technical Discussion » VOPS and optypes
- sirogi
- 13 posts
- Offline
is there any way of reopening an optype initially created in VOPS as a VOP net to inspect the network?
thanks!
thanks!
Technical Discussion » switcher1 evalInt: Invalid parameter name usecop
- talsit
- 10 posts
- Offline
Hey ppl!
I've been using houdini 5.0 and now I've upgraded to 5.5, and it's giving me this anoying error in the Houdini Console every time I touch a node in the viewer:
“switcher1 evalInt: Invalid parameter name usecop”
I've tried to recreate the switcher, but it still gives me that error, and recreating the cameras is not an option.
Any suggestions would be great, thank you!
I've been using houdini 5.0 and now I've upgraded to 5.5, and it's giving me this anoying error in the Houdini Console every time I touch a node in the viewer:
“switcher1 evalInt: Invalid parameter name usecop”
I've tried to recreate the switcher, but it still gives me that error, and recreating the cameras is not an option.
Any suggestions would be great, thank you!
Technical Discussion » VOP paths...
- sirogi
- 13 posts
- Offline
HI all,
please help as this is a very annoying problem…
we have houdini 5.5.52 at school, and for some reason, you get plagued by console error messages whenever you mess around with VOPS (sporadically, depending on what you're trying to do, it does seem to work fine for SOP vops and *some* Shops vops)..
baseline is, I took the same file on an admin account (not a student acct.) and it ran just fine! to calrify things a bit, the directory where houdini is installed is write protected for students…..
all the “H” env variables are ok, manually checked them, since I'm sourcing houdini_setup in my .cshrc…..
any way of re-routing where VOPS generated its vex and .ds files since I suspect that's the culprit!
thanks for any suggestions!
……upset in SF.
please help as this is a very annoying problem…
we have houdini 5.5.52 at school, and for some reason, you get plagued by console error messages whenever you mess around with VOPS (sporadically, depending on what you're trying to do, it does seem to work fine for SOP vops and *some* Shops vops)..
baseline is, I took the same file on an admin account (not a student acct.) and it ran just fine! to calrify things a bit, the directory where houdini is installed is write protected for students…..
all the “H” env variables are ok, manually checked them, since I'm sourcing houdini_setup in my .cshrc…..
any way of re-routing where VOPS generated its vex and .ds files since I suspect that's the culprit!
thanks for any suggestions!
……upset in SF.
Technical Discussion » Question about selections
- Prophet
- 22 posts
- Offline
Hi all,
I'm still new here and have a question about selections.
Is there a way to select a loop of edges around a model? Other than going around the model and shift clicking all the edges. For a quick example of what I mean. When I use polysplit with the “quadralaterals” option and “closed” checked, I get a loop of new edges around my model. So, lets say later, I need to reselect that “loop”.
BTW, anyone know if us appretices will see the User Guide example files? I'd LOVE to get ahold of them as a learning tool.
I'm still new here and have a question about selections.
Is there a way to select a loop of edges around a model? Other than going around the model and shift clicking all the edges. For a quick example of what I mean. When I use polysplit with the “quadralaterals” option and “closed” checked, I get a loop of new edges around my model. So, lets say later, I need to reselect that “loop”.
BTW, anyone know if us appretices will see the User Guide example files? I'd LOVE to get ahold of them as a learning tool.
Houdini Lounge » Apprentice and tutorial in CGI mag
- goldfarb
- 3455 posts
- Offline
the October 2002 issue of CGI (www.cgimag.com) has Houdini Apprentice on the coverdisk…and the objectstates videos work just fine
there is also a tutorial (with starter hip files) on shading a slug…
there is also a tutorial (with starter hip files) on shading a slug…
Technical Discussion » sourcing out particles' xyz position to objects' xyz
- tatchi
- 1 posts
- Offline
hi all,
i'm an architecture student who is investigating on form and behavior. specifically i'm using particles to simulate a crowd's movement so that they're bounded within a geometry and react to various attractors. i saw the POP spreadsheet that each particles position/rotation/acceleration… values are all tracked and i'm wondering if there's a way to source those values out so that say i can link each particle's values to the vertices of a grid.
the theory behind this is that by simulating and understanding the behavior and patterns of a crowd, and through establishing a direct relationship between the occupants and the environment in the conceptual stage, form can be more optimized to its use.
hope this is not too confusing. TIA
i'm an architecture student who is investigating on form and behavior. specifically i'm using particles to simulate a crowd's movement so that they're bounded within a geometry and react to various attractors. i saw the POP spreadsheet that each particles position/rotation/acceleration… values are all tracked and i'm wondering if there's a way to source those values out so that say i can link each particle's values to the vertices of a grid.
the theory behind this is that by simulating and understanding the behavior and patterns of a crowd, and through establishing a direct relationship between the occupants and the environment in the conceptual stage, form can be more optimized to its use.
hope this is not too confusing. TIA
Houdini Lounge » How to define which kind of bone solver should be used?
- musickent
- 19 posts
- Offline
how to define which kind of bone should put in which part of body?
I know that the FK solver is for the spine and head, the Inverse Kinematics is for the legs and feet, Forward Kinematics is for shoulders and arms and hands. Is it always the case? and the drawing direction of the bones matters? shock
Also, if animation the creature wihout legs, such as snake and caterpillar, how to build the skeleton to animate its movement?
o
I know that the FK solver is for the spine and head, the Inverse Kinematics is for the legs and feet, Forward Kinematics is for shoulders and arms and hands. Is it always the case? and the drawing direction of the bones matters? shock
Also, if animation the creature wihout legs, such as snake and caterpillar, how to build the skeleton to animate its movement?
o
Houdini Lounge » game with H5
- michael
- 66 posts
- Offline
CAMF Production has launched the official site for the upcoming
ROMAN RACE 6004 [romanrace.com]
The game will be for both PC and Consoles.
The site offers a lot of screenshots, renderings,concept artwork and a ton of information on the characters.
The complete 3D part of the game is made/textured/animated with Houdini 5.5
ROMAN RACE 6004 [romanrace.com]
The game will be for both PC and Consoles.
The site offers a lot of screenshots, renderings,concept artwork and a ton of information on the characters.
The complete 3D part of the game is made/textured/animated with Houdini 5.5
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