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render last intersectable/intersected surface March 26, 2019, 12:56 p.m.

How would you render the furthest ray hit surface?

The goal of this render is to provide the comp department a “back side” layer to put things inbetween the regular front side render.

I have an altered shader using IsFrontFace to “turn off” the camera facing polygon. The problem is that this only gives me the next surface behind the first. Which is great if one is rendering a simple convex shape. But for a more complicated concave shape, like a wildly rippling blob of liquid, this isn't very usefull for comp.

I imagine this would require something like what the Ray SOP does, but in the shading context.

Smoke tests June 25, 2013, 6:46 p.m.

Whoo hoo, lovely!

I wonder why there's no built in support for color in smoke.

Short beginner Houdini Tutorial by me. June 23, 2013, 6:20 p.m.

Thank you for the kind words, but adding my voice to the tutorials is off the table. Like I said I don't like it, but to add more excuses to the pile I don't have a good microphone, leaving the voice off lets me work faster (and keep the tutorials shorter), and it's one less variable to have to deal with. Sure voice overs are something we're used to because lots of people do it, that doesn't mean I have to do it.

Circusmonkey, your website is fabulous! Thank you, thank you! I look forward to learning lots from it.