Alan Jones
skyphyr
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Recent Forum Posts
DigitalAsset Handles doesn't match Point Position March 26, 2017, 4:41 p.m.
Should this bug be fixed in 16.0.557? I'm trying to use a standard xform Handle for a bone, and it winds up with the handle at the origin (compared with original position).
USABILITY: opengl view of material override texture maps March 22, 2017, 9:43 p.m.
Sorry for the huge delay, I finally got back to this. So I found the issue. I only had point, not vertex normals (had used them for displacement and was using constant shaders so had no real need for anything more). Only once vertex normals are applied does opengl shading kick in (despite it being constant and normals being irrelevant).
So there's what was going on - the assignment etc itself was correct. Thanks again for the help in resolving this one.
Cheers,
Alan.
So there's what was going on - the assignment etc itself was correct. Thanks again for the help in resolving this one.
Cheers,
Alan.
USABILITY: opengl view of material override texture maps March 7, 2017, 10:35 p.m.
Hi Robot,
I'd read that part and the tagging (though the images often lacked context for someone new to know where to find the interface shown), but even going from what's there, I'm using standard shaders; it says
So, I'm not sure what more I'd need to do beyond using shipping shaders and assigning them via a material SOP.
Pointers would be awesome
Cheers,
Alan.
I'd read that part and the tagging (though the images often lacked context for someone new to know where to find the interface shown), but even going from what's there, I'm using standard shaders; it says
The materials shipping with Houdini are set up to work with the viewport GLSL shaders.
So, I'm not sure what more I'd need to do beyond using shipping shaders and assigning them via a material SOP.
Pointers would be awesome
Cheers,
Alan.