Theo Demiris
tdemiris
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Recent Forum Posts
Export variable for each light for SSS (Mantra surface) Sept. 12, 2015, 7:36 a.m.
Hi there,
Just realised that the Mantra surface material doesn't allow for an “Export of variable for each light” for an SSS pass (Single or Multi) Any ideas on why this is and how one could built this back in the shader? (or other possible workarounds?)
thanks
T
Just realised that the Mantra surface material doesn't allow for an “Export of variable for each light” for an SSS pass (Single or Multi) Any ideas on why this is and how one could built this back in the shader? (or other possible workarounds?)
thanks
T
Creating substep geometry March 6, 2014, 4:23 p.m.
Hi all,
Ive been busting my head a couple of days now and cant figure it out. I have some bgeos coming from alembic (an animated geometry) that I want to use in a sim. Problem is the damn thing is moving so fast, and since it is cached there are no transformation data. So Im trying to create the in between geometry in order to be able to use substeps in my sim.
Im doing so by timeshifting the whole thing for a frame and then with a point sop blending the point position of the two geometries, ( TX and TX2)
doing this for every point : fit01(ch(“blend”), $TX, $TX2) in the point sop.
then animating a ramp with this expression : if(($FF-$F)<0,1-abs($FF-$F),($FF-$F))
in order to get gradual blending from TX to TX2.
the if expression gives me the floating value of FF ( if the frame is 1000,6 it will give me 0,6)
..problem is Houdini counts 1000,6 as 1001 so by the time im doing this TX is allready TX2 !
Is this making any sence ? do you know a better way to achieve substep geometry ? there must be a more inteligent way to do this …
Ive been busting my head a couple of days now and cant figure it out. I have some bgeos coming from alembic (an animated geometry) that I want to use in a sim. Problem is the damn thing is moving so fast, and since it is cached there are no transformation data. So Im trying to create the in between geometry in order to be able to use substeps in my sim.
Im doing so by timeshifting the whole thing for a frame and then with a point sop blending the point position of the two geometries, ( TX and TX2)
doing this for every point : fit01(ch(“blend”), $TX, $TX2) in the point sop.
then animating a ramp with this expression : if(($FF-$F)<0,1-abs($FF-$F),($FF-$F))
in order to get gradual blending from TX to TX2.
the if expression gives me the floating value of FF ( if the frame is 1000,6 it will give me 0,6)
..problem is Houdini counts 1000,6 as 1001 so by the time im doing this TX is allready TX2 !
Is this making any sence ? do you know a better way to achieve substep geometry ? there must be a more inteligent way to do this …
Test my digital asset, is it Orbolt ready ? May 25, 2013, 8:42 a.m.
Hello,
I created this digital asset about a month ago. It was created in order to proceduraly create many instances of Oil Wells. I polished the interface and added some small features since then.
What do you think I should add ? Is it ready to be uploaded in the digital asset store ?
I'm uploadin the .otl file and here is a little demonstration video :
https://vimeo.com/66956568 [vimeo.com]
I created this digital asset about a month ago. It was created in order to proceduraly create many instances of Oil Wells. I polished the interface and added some small features since then.
What do you think I should add ? Is it ready to be uploaded in the digital asset store ?
I'm uploadin the .otl file and here is a little demonstration video :
https://vimeo.com/66956568 [vimeo.com]