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rjpieke

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About rjpieke

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    Peon
  • Birthday 05/12/1979

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  • Name
    Rob
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    MPC
  1. vm_volumeuniform - how to use?

    Sorry, this is probably the wrong forum - moved to
  2. (sorry for the double-post ... my original post was in "Coders Corner", which was probably not the right place) Poking through the "What's New in H11", I read about vm_volumeuniform. So I added that property to an object in my scene and clicked render. The geometry rendered exactly the same. Tried adding the "Basic Smoke" material, and it didn't render at all. Help?
  3. Poking through the "What's New in H11", I read about vm_volumeuniform. So I added that property to an object in my scene and clicked render. The geometry rendered exactly the same. Tried adding the "Basic Smoke" material, and it didn't render at all. Help?
  4. uv / primuv issue - need help

    So what does the primuv command do, if not this kind of interpolation?
  5. Mantra surface Globals VOP

    I'm trying to build some Mantra shaders using VOPs ... and didn't get very far before coming up with my first "Am I missing something? Or, if not, why did SESI design it this way?" question. Specifically, the Globals VOP ... it indicates (to me) that Cf and Af are inputs to the surface shader. But where would values for these come from if only the displacement shader runs before the surface shader? In SOP and POP land, colour and alpha end up in Cd and Alpha. So in my custom shader, I have to create Parameter VOPs to pull these in. Why wouldn't they be in the Globals VOP instead? I think I've become a bit too RenderMan-focused these past years, so I don't yet understand/appreciate some of Mantra's differences
  6. The Plan

    I'm interested in helping out For those building on 64-bit boxes, http://code.google.com/p/bullet/issues/det...=1&q=64-bit
  7. Transform VOP in SOP context

    Support confirmed it doesn't work ... need to use optransform (which can be wrapped via Inline VOP - see attached from Jenny) optransform.hip
  8. Transform VOP in SOP context

    Sent to support ... will post reply. "space:current" <-> "space:world" seems to work (outside of Mantra), but that's the only combination I had success with.
  9. Transform VOP in SOP context

    Can you use the Transform VOP in a SOP context to transform between geo-level spaces? See the attached .hipnc I was hoping that the VOP network would have moved the box since the two spaces ("current" and the one defined by the null), but it doesn't seem to. The docs seemed to indicate that I can use the path to a geo object for a space, but it doesn't seem to work. Any thoughts? ptransform.hipnc
  10. Challenge SUGGESTIONS THREAD

    I'm _so_ up for that! I was fortunate enough to be able to present shader-based render-time portals at Pixar's User Group this SIGGRAPH and would love to extend it to DOPs. portalVid1.tar.gz portalVid2.tar.gz portalSetup.tar.gz
  11. This should be a list of frames where "ghosts" are drawn. I've never used this, but I think it's sort of like the onion skinning you can achieve in Houdini (except with more control over number of frames). Cheers!
  12. Hey Mark, I'll do some testing next week. Cheers! PS, as for a test PDC, see attached (100 frames, particles emitting from origin with growing radius and r,g,b = x/3,y/3,z/3). pdcTest.tar.gz
  13. Challenge SUGGESTIONS THREAD

    Am I the only one who missed challenge 1 and now desperately awaiting challenge 2?
  14. Happy birthday...

    Many thanks! 'Twas a good one, with much cake and good cheer. I hope all's well back in T.O.!
  15. dirty tilings

    You can get rid of the "dirt" by just ditching the modulo operator. The texture node has its "wrap" parameter set to "repeat", so modulo is unnecessary. When you're using the operator, you have one edge where s=1 at the end of one texture and, right beside it, s=0 at the beginning of the next. So the arguably valid assumption is that you're sandwiching the whole image backward along that thin sliver of an area and, since you have a non-zero filter width in the texture node, you end up with the "dirt". You could reduce your filter-width to zero, but that'll quickly give you problems elsewhere Hope this helps!
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