Alex Stephan

alexlstephan

About Me

EXPERTISE
VFX Artist
INDUSTRY
Film/TV

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LOCATION
Canada
WEBSITE

Houdini Skills

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Recent Forum Posts

popflow example explodes at higher resolution at frame 2 Nov. 23, 2007, 2:39 p.m.

hi here,



1. load $HFS/mozilla/documents/examples/nodes/dop/particlefluidsolver/PopFlow.otl

2. set flow_fluid/particle separation to 0.01 (reasonable resolution)

try to simulate: fluid explodes at frame 2



I tried a lot of things to make it work. I am out of ideas.

anybody been there?

regards
alex

bsdf specular() question Nov. 16, 2007, 3:27 p.m.

and dir is usually the direction of perfect “specular” reflection, not the surface normal), which explains why you couldn't adjust its roughness.

thanks, that helps. however, I am not sure what direction of perfect “specular” reflection means" so I shouldnt use frontface(normalize(N), I) as an input?

bsdf specular() question Nov. 16, 2007, 2:32 p.m.

Hi all
how do you get a roughness parameter properly working in the bsdf specular() function:

the followong code is not working as expected: (result is just diffuse shaded no spec high light at all), compiles fine.

float rough =.01;
vector nml,V;
V = -normalize(I);
nml = frontface(normalize(N), I);
F = (Cd * diff) * diffuse();
bsdf carp_bsdf = specular(nml,V,rough)*basecolor;
F += refl * (clampcolor / albedo(carp_bsdf)) * carp_bsdf;

the following is looking good, but I can`t adjust roughness

vector nml,V;
V = -normalize(I);
nml = frontface(normalize(N), I);
F = (Cd * diff) * diffuse();
bsdf carp_bsdf = specular(nml)*basecolor;
F += refl * (clampcolor / albedo(carp_bsdf)) * carp_bsdf;

I might just miss something obvious here.