albertoandrei

albertoandrei

About Me

Connect

LOCATION
Not Specified
WEBSITE

Houdini Skills

Availability

Not Specified

Recent Forum Posts

Long calculating time per frame April 21, 2011, 5:47 p.m.

Hi. I'm quite new to Houdini, in fact I'm trying to move from Maya to Houdini. So I've started with some tutorials that went pretty well and fast. But than, I tried the tutorial from Sidefx page named Blowing an image away with particles. The problem is that after writing the function in the color atribute for the point node that will make the particles take the color from the image pic(“/img/img1/default_pic”,$BBX,$BBZ,D_CR) the computer stays way to much to calculate (in my opinion) per frame color. It makes the color but it lasts forever. My computer is a i7 2,8 Ghz and gtx460 nvidia, so I thing there should be no problem with this kind os simulation. In the video the playback was realtime.

Thanks

Toon Shading like the one in Maya? Oct. 20, 2010, 4:49 a.m.

Thanks. This is the look that I wanted to achieve (different colors of course).
Many thanks again.

Toon Shading like the one in Maya? Oct. 15, 2010, 6:08 a.m.

Hi. Sorry for, maybe, the noob question that I'm going to ask, but I'm new to Houdini (not to 3D, I've been working for the last years in Maya). Can you make in Houdini a toon shader material like the one in Maya, which is basically a ramp shader in which you create the number of levels of color you want to have for toon shading (in most cases 2 colors). The brightest color that you have between those 2 will be in the lightest part of the objects - it responds to the light source orientation and position. How can this be achieved in Houdini? I've looked over the vex cartoon which I've connected to a constant material but you have the control only to the color. Thanks