Russell Smith

rlsmith

About Me

EXPERTISE
CG Supervisor
INDUSTRY
Film/TV

Connect

LOCATION
Canada
WEBSITE

Houdini Skills

Availability

Not Specified

Recent Forum Posts

textures on sphere primitives Sept. 16, 2010, 5:08 p.m.

Hi Mark (Elendt?):
You might remember in 1993 you had Mantra support for rendering spheres and blobbies. I used that functionality for a solar system fly through I did at Lost In Space.

The poly sphere was displayed in the viewer but the primitive was rendered for perfect profile curvature. I think it was some sort of switch in the render properties. The polar coordinates that were applied to the polygon sphere transferred to the primitive without any effort.

Congrats on over 200 years at Sidefx





Hi back to you Jeff! (Wagner? Marshall?) It's good to be home. I went to my first Vancouver SESI user group meeting last night at DD. There were many technical issues but very informative none the less.

2 bytes/pixel to 4 bytes/pixel? Sept. 15, 2010, 5:16 p.m.

“twod”, your solution is much more elegant! I like it.

My thanks,
Russ

2 bytes/pixel to 4 bytes/pixel? Sept. 15, 2010, 4:40 p.m.

(should be simple enough, but…)

have an image with red only & alpha: info = 2 bytes/pixel, 2 planes
C shows as simply “C” as opposed to “C {r g b}”

I'd like to cp red into green and blue; thought I could use Channel Copy COP but don't see color components in Target and Source so it needs to be processed.

I admit I can't get PRISMS (ICE) out of my head… ops:



To get around it I used the red only image to Multiply a white Color COP to boost up to 4 bytes/pixel and then used the Channel Copy COP. It seems more convenient for the Channel Copy COP to be able to do the cp straight out. It's not a huge deal of course but what do developers think?