simagic3d

simagic3d

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Recent Forum Posts

help:VEX shader swimming with geometry deformation May 17, 2004, 9:35 p.m.

JColdrick
You don't need to have a degree in math to do this, but… it's to be expected that you will need to learn some new things.

It's worth noting all the things I've talked about are the same basic principles in *any* major animation package. I just think either you've been isolated from what's actually going on, or the interface is simply too new to you.

Correct on the latter. Only been using Houdini for 8 weeks (41 yr old grad student) and true on the former as I've never gotten into the heart of shader writing… letting the software work its magic for me under the hood. That is until now as I've been working with some of the power in PRman and RSL.
I know Vex is very similar to RSL in syntax, but time constraints on this assignment dictates not being able to venture into Vex builder, etc.

I was happy to see that if I added a UVproject sop after each shader sop that the procedural texture appeared to become locked to the translating
geos. There is no deformation going on as was the case for the person starting this thread.

Thanks for your understanding and help. Nice to see the absence of arrogance and belittlement in this forum, which seems to be the case for other 3D package specific forums at times.

:-)

help:VEX shader swimming with geometry deformation May 16, 2004, 6:33 a.m.

Mario Marengo
1. Use a “Rest Position” sop, and make sure you feed it a non-deforming version of your geometry. This sop will add an attribute called “rest” by default.

2. In your shader, make sure you have a (vector) “rest” parameter. Transform it to object space, and use that instead of P (wherever P is used to create the effect).

I'm having the same swimming textures issue and being new to Houdini,
I'm not understanding the procedure. When I add a Rest Pos, sop under
my Shader sop, I get red error buttons down the rest of the network in
which the one for Rest says invalid file. OK, I got to select a HIP file and
the dialog box doesn't show any… so, what “non-deforming version of
my geometry” am I supposed to feed it?

Second, I'm NOT a vex programmer, so what will adding this sop
do for the default vex shaders that came with houdini, like VEX_Marble?
I don't see how these shaders can use the sop without going into them and hacking the code, of which I have NO clue how to do, nor want to.

I just want the marble shader to stop swimming over my moving object.
Does it HAVE to be this hard? I do have a love for buttons that take care
of things like this without having to get an advanced degree in houdini and renderman. I mean, texture maps/images aren't suffering from this, so why should prodecurals? Oh… UVs. well… hmmm… would be nice to click on a “convert to UVs” button for procedural textures.


Your help is appreciated. Thanks.

help:VEX shader swimming with geometry deformation May 16, 2004, 6:32 a.m.

Mario Marengo
1. Use a “Rest Position” sop, and make sure you feed it a non-deforming version of your geometry. This sop will add an attribute called “rest” by default.

2. In your shader, make sure you have a (vector) “rest” parameter. Transform it to object space, and use that instead of P (wherever P is used to create the effect).

I'm having the same swimming textures issue and being new to Houdini,
I'm not understanding the procedure. When I add a Rest Pos, sop under
my Shader sop, I get red error buttons down the rest of the network in
which the one for Rest says invalid file. OK, I got to select a HIP file and
the dialog box doesn't show any… so, what “non-deforming version of
my geometry” am I supposed to feed it?

Second, I'm NOT a vex programmer, so what will adding this sop
do for the default vex shaders that came with houdini, like VEX_Marble?
I don't see how these shaders can use the sop without going into them and hacking the code, of which I have clue how to do, nor wanting to know.

I just want the marble shader to stop swimming over my moving object.
Does it HAVE to be this hard? I do have a love for buttons that take care
of things like this without having to get an advanced degree in houdini and renderman. I mean, texture maps/images aren't suffering from this, so why should prodecurals? Oh… UVs. well… hmmm… would be nice to click on a “convert to UVs” button for procedural textures.


Your help is appreciated. Thanks.