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marque_pierre

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About marque_pierre

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    Peon

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  • Name
    Marque Pierre Sondergaard
  • Location
    Montreal, Canada
  1. Mantra render trouble

    Sorry. Nothing to see here. I realise now that these are preview render artefacts. D'oh!
  2. Mantra render trouble

    Look at my render here... Notice I have these funny effects where some render buckets appear to not have finished rendering. I have pasted in my mantra settings to the right top and bottom. What is causing these render anomalies?
  3. Recreating "Overlay" blendmode in /mat nodegraph?

    Thanks eetu. Inspecting it now. No Overlay - but Softlight, which will do nicely. Thank you!
  4. A simple question perhaps - I am getting my head around the nodes representing "blend modes" in a shader: One of the most useful blend modes in Photoshop, Mari etc. is Overlay. How do you guys recreate "Overlay" in a node graph where you only have Add, Subtract, Multiply or Divide?
  5. uniform volume material to create fog

    Works like a charm. Thanks so much bran_daid!
  6. image adjustments to textures in /mat

    Thanks for the overview davpe!
  7. I am adding the uniformvolume material to my geometry to get simple and quick fog. Works like a charm (the green example at the top). Why I get the enable dispmap warning, I do not know - displacement is not enabled. Now, if I plug in some more detailed colour information (bottom sample), the fog disappears completely. What am I doing wrong here? Plugging into the colour input is just one example. It seems this material doesn't like to get any inputs. That can't be right?
  8. How To ?.. Export A Shop Shader...

    But... if you have to do it between computers?
  9. Random values for material inputs

    Thanks symek. I just really want a random number inside a range. That is all. It doesn't need to be tied to a point or anything. All I want is a random number inside a set range to drive my shader. The geo is part of a HDA, so I just want random variation on certain shader parameters every time another instance of the HDA is created. How do I do that then?
  10. I am trying my hand at random values. My expression here fit(rand($PT), 0, 1, 0.7, 1) is meant to input a random number into saturation between 0.7 and 1.0. But as the render shows, it seems to just input 0 into saturation. What am I doing wrong here?
  11. Hello guys, I am trying to build a shader, that in addition to what I have in the image, layers a black and white gradient in along the Y-axis. I am certain it must be very straight forward for anybody with more than a week of Houdini experience. Could anybody please point me in the right direction or outline the steps? Thanks in advance!
  12. From SideFX' tutorials on UV Basics III, I understand that you can connect to an image brought in and edited in the /img context (via the null node, named OUT for example), and then reference it in other contexts, specifically the /mat context, via the syntax of op:/img/img1/OUT On the SideFX forums I got the suggestion of instead using op:/img/tex/OUT This is what I get. Actually, I get that whether I use “op:/img/tex/OUT” or the standard “op:/img/img1/OUT” Oddly, my material turns this light pink as opposed to the standard grey, either way, when I try to call in the texture from null node. I want to be able to edit my texture images with all kinds of colour corrections and procedural tools over in /img and then bring them in live into my shaders in /mat. What am I missing, or messing up?
  13. image adjustments to textures in /mat

    Answering my own question: It seems the color correction node is a good place to start...
  14. Again I am comparing to Maya's Hypershade, where you have all these nodes for adjusting a texture's HSV (Hue Saturation and Value), levels, gamma, curves, brightness and contrast etc. Does Houdini have any equivalents in the /mat context? I see all the nodes in /img, but does that mean I will have to leave /mat and adjust my textures in /img or is there a way to keep things inside the /mat context? ----- Or is the correct/intended workflow that you work with your textures over in /img and then bring them into your shader via op:img/img1/null1"?
  15. Alright. I think I have figured out a solution: Using the layer node allows you to add UV sets to a geometry, that you later than pull in using the shading layer parameter node. This should work not just for UVs but also for colours and alpha channel values.
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