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Showing most liked content on 05/04/2018 in all areas

  1. 1 point
    For tracing logos I prefer bezier curves because the resulting curve goes through the points. With nurbs there is some kind of offset between the curve and the point. With the curve flowing through the point you can drop the points on the exact corners of the font or shape, in front or side view. For best tracing results, set the viewport to an orthographic view before you begin drawing.
  2. 1 point
    I think for such a simple logo, you may want to consider re-drawing it using the curve tool. Then the polybevel may work correctly. The trace is a nice option but in the end it always ends up stair stepping along curves.
  3. 1 point
    Hello, I am FX/CG generalist. Here you can watch my new showreel compiling some work for feature film, commercials, personal work and R & D. I am available for freelancing remote or berlin based studios. Breakdown: https://www.dropbox.com/s/94tmwcmkmk279c2/breakdown_reel_2018_tomfreiag.pdf?dl=0
  4. 1 point
    its possible with H14 and up using the http://www.sidefx.com/docs/houdini16.0/vex/functions/setprimattrib function along with http://www.sidefx.com/docs/houdini16.0/vex/functions/sprintf for example float angleVal; string attribName; for(int i = 0; i < 4; i++) { attribName = sprintf("angleDir_%d", i); angleVal = i; //do your math here setprimattrib(0, attribName, @primnum, angleVal); } in H13 and lower, the attributes have to exist before the setprimattrib or setpointattrib etc are used, with H14 and up, it will generate it for you or you can store them directly as an array attribute, but in some cases it may complain if the sizes of the array are not the same (at least in Python I think) in vex that would look something like this: float angleVals[], angleVal; string attribName; for(int i = 0; i < 4; i++) { angleVal = i; //do your math here append(angleVals, angleVal); } f[]@outAngles = angleVals;
  5. 1 point
    You may use renderstate("object:name", string &name) to get a currently rendered object's name. In Vops place RenderstateVop and wire it into PrintVOP with format string lilke: * ^% and use it as a scope input in occlusion. You should see no self shadowing. Note, that you can apply occlusion via light shader too, it spares some setup for multiply objects. Also Occlusion in Houdini should be multiplied x 2 to mimic b/w occlusion behavior know from other renders (could be set by Background color = 2).
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