Andrew Schneider
aschneider
About Me
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Gamedev
INDUSTRY
Gamedev
Houdini Skills
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Recent Forum Posts
GLSL Shaders - using 3d textures Aug. 14, 2014, 5:43 a.m.
When I try to read a 2dArray I get an error!
WARNING: Failed to bind variable ‘texture’
This makes me think that 2D arrays are supported but I do not know how to list them in the file path parameter.
WARNING: Failed to bind variable ‘texture’
This makes me think that 2D arrays are supported but I do not know how to list them in the file path parameter.
GLSL Shaders - using 3d textures Aug. 14, 2014, 4:21 a.m.
Hello,
I have successfully set up a GLSL shader that reads a texture from disk with texture2D(<textureparametername>, pos.yx).
I would now like to read a 3d texture but I am unsure if Houdini even supports this with its user end GLSL shader builder, or what file format that I need to use.
I have tried adding the following lines:
uniform sampler3D texture; //texture being the name of my parameter that points to a bgeo volume, image or whatever the correct input format is)
float test = texture3D(texture,pos.xyz);
I do not get any errors but I get a value of zero back, regardless of where I set the pos.xyz value.
Because it is error free, I am assuming the problem is one of two situations:
1. It is supported but I am not using the right file format. (I tried bgeo and a single tga, I even looked into i3d, God help me)
2. It is not supported and the error is ignored in Houdini itself.
My question is this: If it is supported, what format do I need to use? Also is there anything else I need to do differently?
Again, i have a working case of a texture2D sample of a tga file. Also, I made sure that the 3dViewport was set to gl 2.1, which is the version of the GLSL shader that I am working with.
I have successfully set up a GLSL shader that reads a texture from disk with texture2D(<textureparametername>, pos.yx).
I would now like to read a 3d texture but I am unsure if Houdini even supports this with its user end GLSL shader builder, or what file format that I need to use.
I have tried adding the following lines:
uniform sampler3D texture; //texture being the name of my parameter that points to a bgeo volume, image or whatever the correct input format is)
float test = texture3D(texture,pos.xyz);
I do not get any errors but I get a value of zero back, regardless of where I set the pos.xyz value.
Because it is error free, I am assuming the problem is one of two situations:
1. It is supported but I am not using the right file format. (I tried bgeo and a single tga, I even looked into i3d, God help me)
2. It is not supported and the error is ignored in Houdini itself.
My question is this: If it is supported, what format do I need to use? Also is there anything else I need to do differently?
Again, i have a working case of a texture2D sample of a tga file. Also, I made sure that the 3dViewport was set to gl 2.1, which is the version of the GLSL shader that I am working with.
DOPS/FLUIDS - using 2 gasVorticleGeometry nodes on a sim Feb. 7, 2010, 8:42 a.m.
Hello again.
I ended up simply copying the vorticle sop network and passing two versions into a merge node. One version had a radius of .3 , count of 5000 and the other had a radius of .1 and a count of 15,000 to make up for all of the empty space. The result is exactly what I was looking for, high and low detail randomness in the simulation. Here are some images of the node network and the final result.
Thanks again for your help, tamte.
_andrew
I ended up simply copying the vorticle sop network and passing two versions into a merge node. One version had a radius of .3 , count of 5000 and the other had a radius of .1 and a count of 15,000 to make up for all of the empty space. The result is exactly what I was looking for, high and low detail randomness in the simulation. Here are some images of the node network and the final result.
Thanks again for your help, tamte.
_andrew