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About syntheticperson

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  1. Can't Bake CHOP in H16

    I want to be able to bake chop-driven animation at the object level.I created a simple hip file with an animated box to test.I have animation key frames on translation.I added a wave motion FX to tx.I tried the following:RMB over tx->Channels and Keyframes/Bake Keyframes…/Bake Keyframes on Selected SegmentsBake CHOP Exports to Channels/Bake, Keep Export FlagsBake CHOP Exports to Channels/Bake, Disable Export FlagsBake CHOP Exports to Channels/Bake, Create Delete CHOPS and Move Export FlagsNone of the above appear to work.What am I missing?Houdini version: 16.0.600thanks cantBakeChop.v01.hiplc
  2. volume matte example?

    According to the houdini documention: http://www.sidefx.com/docs/houdini/nodes/obj/geo [www.sidefx.com] For correct matte shading of volumes: Add the vm_matteshader property to the object. Create a Volume Matte shader. Set the density on this shader to match the density on the geometry shader. Assign this shader to vm_matteshader. Does any one have an example of a volume matte shader? I want to hold out particle renders with a volume hold out matte. i.e. where the density of the volume = 1, the particles are not visible in RGB and A. Where the density of the volume = 0, the particles are visible in RGB and A. And the particles are correspondingly partially visible for all values between 0 and 1. I'm trying to make particles partially visible behind a translucent object. Any pointers would be much appreciated. thanks
  3. Fisheye projection for the Viewport?

    Hi Mark, goldleaf was asking about custom projections in the houdini openGL viewport on my behalf. Thanks goldleaf! It sounds like from your description, unfortunately, it's currently not possible. However, I just wanted to check into your cubemap idea. Here is an article about how someone creates a real time openGL fisheye in unity: http://paulbourke.net/dome/unity3d/ i.e. 5 cameras facing outwards, each with a 90 degree fov. their resulting openGL views are then mapped onto a spherical piece of geometry with their UVs set appropriately, in front of the scene camera. Such that the scene camera sees the view of the 5 cameras mapped onto the spherical geometry in real time. Giving the illusion of a fisheye ray. Just wanted to check if there is any possibility of mimicking this approach, before closing this thread. thanks