Martin Widö


About Me

VFX Artist



Houdini Skills


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Recent Forum Posts

Reflection stored as a point attribute Jan. 4, 2024, 6:11 p.m.

Here Im fetching Cd. But you might as well get the uv atribute from the hit and apply the color map to the scattered point.

did a example using the ray node to send several jittered rays aswell.

There are examples floating around with "complete" pathtracers done in SOPs.

Reflection stored as a point attribute Jan. 4, 2024, 7:48 a.m.

Do you want to store the rendered color or just fetch the Cd attribute from the object in SOPs?

First one you need to evaluate the shader and this can only be done at rendertime. In mantra you can bake shading samples to point clouds. Its a bit involved and Im not sure it works in karma.

Second option is doable with vex and some math.
1. From each point calculate a vector to camera.
2. use the reflect function/vop to calculate reflection vector
3. send a ray in that vector using intersect function/vop and look for a hit.
4. fetch Cd attribute from hit surface.
Might be able to build you a example for this later if I find time.

Where to learn to do this honey fluid. Dec. 19, 2023, 5:50 a.m.

In regards to the response time from H community vs blender forums I was about to joke, -Its because houdini users got so much work to do.

Its hard to say what you got from the "I got this image" but I would start with a basic sphere as emitter for flip fluids.
Have it flow into the spoon and play with the viscous values until you got something in the ~right place.
I could be a bit tricky to get the separated drips. maybe try guide it with some curve forces or varying viscous values on the particles. You might need quite a bit of resolution.

Depending on your shot-parameters this could be a task for pop fluids maybe.

Post a .hip file on what you got, for someone to take a look at and give more detailed advice. []
or maybe this one []

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