andrej22

andrej22

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Recent Forum Posts

constant shaders & shadow catchers 2014年10月9日19:18

Is there a way to have something like a geometry with a constant shader which is not afffected by lighting but it contributes to GI(casts GI) and it receives shadows from other geometry (shadows which should be affected by GI)?

Lets say I got a grid textured with satellite imagery and now I want to build some geometry on it (eg. buildings) and I want to create GI lighting conditions in a way that it gets as close as possible as it was captured on satellite imagery. So, I dont want those satellite textures (on a grid) affected by the lighting, the lighting should serve just to light the objects which I'll be putting on the grid. However, I do want the grid to receive shadows and to cast GI on other geometry.

I'm aware there's a way to do this later in compositing with passes, but I just can't afford to go back and forth between hou - comp software cause it's a huge project and I have to constantly check lighting conditions as I'm building geometry.

Perhaps if there was a way to modify a shadow matte shader so that it displays results instantly on rendering (rather than just outputing black colors with alpha values) I would be able to apply this shader on a duplicate of my grid geometry while the original grid geo would just use a constant shader.

bullet - voronoi fracture configure object 2014年4月11日11:26

I can't get objects to fracture and pass through other objects with voronoi fracture configure object node inside DOPs using bullet, if I prefracture an object with voronoi inside geometry it works fine.

I'll use an example to elaborate this .

You've got a simple wall and a sphere. If I setup fracturing inside dops (which you can also do with “make breakable”, using the bullet solver and I set the sphere to hit the wall, no matter how high the initial velocitiy of the sphere is, or it's desnity, when it hits the wall it will just make fracture cuts, but it won't break, shatter or pass through the wall geometry, it requires a second sphere to hit it to achieve that. I like the idea behind “voronoi fracture configure object” cause it calculates fractures depending on the position and velocity of the collision and I'd like to use it instead of fracturing geometry on geo level.

render parameters 2014年3月28日10:35

I just tested it out. Actually “phantom” according to the manual makes an object invisible but casts shadows… but it also casts GI after I ran few tests. I didn't even have to use emission. Just made a mantra surface with diffuse RED, made a grid and a sphere sitting on top of it. Applied the red mantra surface to the sphere and turned on “phantom” on it and it was obviously casting shadows AND GI, I noticed the red color bleeding on th grid from the sphere.