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konstantin magnus

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Everything posted by konstantin magnus

  1. Hi Mike, here is what I meant by multiplying. ramp_and_noise2b.hipnc
  2. http://www.sidefx.com/docs/houdini/shade/nested#set-up-involved-shaders
  3. try multiply instead of add. Black is 0, if you multiply something by 0 it will stay 0.
  4. COPs themselves are not UV dependent, I think (though I wish they were in some cases). They are just two dimensional, as well. Shaders work on pixels, so my guess would be texture baking. http://www.sidefx.com/docs/houdini/nodes/out/baketexture
  5. Just copy your VOPs to COPs and display the textures in the background of your UV map by pressing 'D' in the UV view, go to background > UV, click on Disk File and switch to COP Image and choose your final COP node.
  6. When I add scatter after polyframe it still works in my file. Make sure to keep the * in point attributes, though.
  7. p@rot = quaternion(@Time, @N); The order of transformations: http://sidefx.com/docs/houdini/copy/instanceattrs rotate_instances.hipnc
  8. Use the "getattrib" node, set its input to "Second Input" and its attribute to "N". Feed its "adata" output e.g. to "v".
  9. You can also use the new boolean, eg. a sphere against vertically copied grids.
  10. I dont divide it in favor of small transitions. Just projected a spherical UV before the wrangle which keep these gradients towards the center of the cap. You can apply different displacement textures with a mix node along UVs inside your shader.
  11. Great look! You can also turn a sphere into a mushroom by ramping its vertical bounding box to the point positions: vector bbox = relbbox(0, @P); float shape = chramp('Shape', bbox.y); float width = chramp('Width', bbox.y); @P.y = shape; @P *= set(width, 1, width); That way an artist just needs 2 ramp parameter curves to create all sorts of mushroom shapes. It is quite versatile, I think.. In the end you can assign a displacement shader that adds all the necessary detail at render time.
  12. here is a tutorial on the changes: https://sidefx.com/tutorials/geometry-workflows/
  13. There is a japanese or korean Youtube-Channel dedicated to VOP and VEX exclusively. It´s author switched to english language recently. https://www.youtube.com/channel/UCGEiCSjQc8Hp3b9SyykgDFw/videos
  14. Regarding question no. 7: definitely try to make your asset as versatile as possible. In my opinion procedures lose elegance if they get too specific. Also start from scratch. You will find many shortcuts and more robust methods by redoing things over and over again. Analyze what all depicted mushrooms have in common and try to generalize first. Once you know the scope, look for the broadest technical solution that covers all.
  15. Here is another way of how to setup a cylindrical tube grid you can use for copying. cylindrical_tube_grid.hipnc
  16. Do you want to fill it with boxes or do you want to use a displacement shader? Here is a rough sketch for the box version. brickify.hipnc
  17. Why not posting a hip file?
  18. Many other nodes can work with custom attributes. Eg "width" for line thickness, "zscale" for extrusion height or "density" for scattering points more in specific areas.
  19. Here is a vertexwrangle method for projecting cubic UVs on any kind of mesh: vector bbox = relbbox(0, @P); vector side = sign(@N); vector nml = abs(@N); vector size = getbbox_size(0); vector ratio = size / max(size); vector scale = bbox * ratio; if (nml.x == max(nml)) { @uv = set(scale.y * side.x, scale.z, 0); } else if (nml.y == max(nml)) { @uv = set(scale.x * side.y, scale.z, 0); @uv.y += 1; } else { @uv = set(scale.x * side.z, scale.y, 0); @uv.y += 2; } @uv *= 0.3333; @uv.x += 0.5;
  20. I think you confused the ramp node with the ramp parameter node.
  21. The boole example can be redone with a cookie SOP. Just duplicate some boxes and subtract them from a scaled cylinder. The polyextrude example is a circle that gets divided (bricker polygons), sorted by X direction, any other prim gets put in a group, the extrusion node creates another group for the extruded prims, then the groups get combined (only what they have in common), and then the combined group gets extruded for the teeth. But you really should get H16. At least for checking.
  22. Here are two solutions. shoe.hipnc
  23. Got it. Found it in my spam folder ; )
  24. Excel files should not be a problem. I can give it a run later on. You can find my contact data if you scroll all the way down on www.konstantinmagnus.de
  25. Pretty sure Houdini can do this. Here is a mock-up I set up based on random data. What kind of data do you have?