PaulM3D
PaulM3D
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Recent Forum Posts
Shader FX 2.0 menu - where it is? Nov. 15, 2015, 7:22 a.m.
Thanks for answer again!
Sorry, was unable to post before.
I know multiple UVs workflow in Houdini, but thank you for explanation. It's just misunderstanding based on my poor vocabulary. But I've “upgraded” it quite a lot.
There is a new issue with OGL that is more important to me and - I'm sure - straight connected with computeLighting, kind of repeatable, will send file to support soon.
I create default OGL shader, with it's own default code. Add all parameters from OGL folder. For now, everything is working fine. But when I put .prog file(everyone, even constant etc.) from Houdini OpenGL examples into “GLSL Shader” field my Houdini crashed without any error code.
My system is Win 10 x64, NVidia GTX 460. I know that should send report - and would do this - but posting there too.
Sorry, was unable to post before.
I know multiple UVs workflow in Houdini, but thank you for explanation. It's just misunderstanding based on my poor vocabulary. But I've “upgraded” it quite a lot.
There is a new issue with OGL that is more important to me and - I'm sure - straight connected with computeLighting, kind of repeatable, will send file to support soon.
I create default OGL shader, with it's own default code. Add all parameters from OGL folder. For now, everything is working fine. But when I put .prog file(everyone, even constant etc.) from Houdini OpenGL examples into “GLSL Shader” field my Houdini crashed without any error code.
My system is Win 10 x64, NVidia GTX 460. I know that should send report - and would do this - but posting there too.
Shader FX 2.0 menu - where it is? Oct. 18, 2015, 12:10 p.m.
There is a sense in your words, Jeff.
I am something near to intermediate Houdini user(most on simulations, pyro, liquids etc), and there always was a problem to me in H. to work with viewport. Now in my work I need to see better in realtime, and Houdini seems to little unfriendly to me that case. For example, using different UVsets, blend tangent space normal map together etc. Maybe refraction. There is a lot of GLSL examples in Hou installed files, but I've found only the copy-paste way to see them work, which is kind of sticky work. And I've for some reason couldn't make default GL shader to work properly with “caclulateLighting” crash. Have topics on forums, have searched for nice examples - found nothing. But this is offtopic.
Thank's for your answer again!
I am something near to intermediate Houdini user(most on simulations, pyro, liquids etc), and there always was a problem to me in H. to work with viewport. Now in my work I need to see better in realtime, and Houdini seems to little unfriendly to me that case. For example, using different UVsets, blend tangent space normal map together etc. Maybe refraction. There is a lot of GLSL examples in Hou installed files, but I've found only the copy-paste way to see them work, which is kind of sticky work. And I've for some reason couldn't make default GL shader to work properly with “caclulateLighting” crash. Have topics on forums, have searched for nice examples - found nothing. But this is offtopic.
Thank's for your answer again!
Shader FX 2.0 menu - where it is? Oct. 18, 2015, 9:40 a.m.
Thank you for your answer, Jeff!
Now I see it.
Some reason I've thought that ShaderFX in new Houdini is something like ShaderFX 2.0 in Maya products - something, that allow me to built viewport GL shaders with vop nodes, without writing GLSL code.
Now I see it.
Some reason I've thought that ShaderFX in new Houdini is something like ShaderFX 2.0 in Maya products - something, that allow me to built viewport GL shaders with vop nodes, without writing GLSL code.