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Found 53 results

  1. Hi Houdniks, I have a behaviour on my large scale ocean, which I can't break down to the source. It seems, the map breaks the neighboring edges or kind of a tiling problem. Don't mind the overall plastic look of the ocean, no serious shading until now :-) My grid is distorted by a noise, but the problem occurs even without the distortion. Any ideas how to fix this? Thanks in advance Dominik
  2. Hi there, I'm trying to wrap my head around renderman 20 in houdini 15.5. Now there's a tricky thing with displacements going on. When building stuff, I usually group the entire object in a single geometry node via subnet and combines, applying materials via the material SOP and specific groupings of the underlying geometry. this in turn creates a string attribute on the selected primitives with name “shop_materialpath” and the given path to the pxrWhatever shader. stuff shows up in RIS renders, everything behaves as expected. fine. this would behave equally, if I just added the “shop_materialpath” via AttributeCreate and the proper path to the shader by hand on a primitive. however, now I want to displace something. the only working way in renderman 20 seems to be to create a pxrDisplacement with some input (f.e. pxrWorley) and add the rendering parameters “Displacement Shader” (shop_displacepath) and “Displacement Bound” (ri_dbound) to the geometry node in /obj. Apply the shader, set bound > 0, displacement shows up in renders. fine. BUT: Now I thought: “Hah. Just transfer these parameters on a primitive base via AttributeCreate as well, done.”. However this doesn't seem to work. Instead I have to extract the geo into a second geometry node in /obj via ObjectMerge and again apply the said parameters on the top-level geometry node itself. Are “shop_displacepath” and “ri_dbound” not assignable to primitives by hand? Or am I missing a crucial step? Perhaps something else has to be applied as well? Any Ideas? -Marcus
  3. Hello, I have posted blog post explaining some concepts of volume displacement and how to do it with Arnold (in Houdini but possibly in other packages supporting Arnold as well). link Hope somebody will find it useful. Juraj
  4. Animate along a Surface

    Hi guys, i have this sphere where i have a geo displacement driven by color, to animate the color attribute i thought i could use another sphere that i can animate on the surface, the problem is that i don't know how i can do it. Anyone have some suggestions?
  5. Hello. I have been torturing myself with this for the past three days. I am trying to connect displacement maps to my blend shapes for extra detail with no success thus far. I managed to do it with bump mapping (as displayed in the image) but the result is too flat to be satisfying. The thing is that I cannot figure out the math to combine displacement maps to get an additive result (considering that 0.5 is the mid point) without getting an overall bloating of the model. If anyone has any suggestions on the subject I would be grateful. Thank you in advance
  6. So it seems like mantra always has to generate displaced geometry at render time even when I check bump only on the displace along normals node (same applies to the displace and displace texture node). So if I want to use just a simple bump map rather than using displacement to save render time it still has to generate the displaced geometry, which totally defeats the purpose of using bump to save on render time in the first place. Is this a bug or am I missing something, like a render setting or something? I attached a simple HIP file demonstrating this Second, what is the difference between the surface globals and displacement globals? Are the interchangeable or is there something unique about the displacement globals, like they automatically convert your position coordinates to object space or something? Then finally, and this is kind of a question on shading in general- when you output your global P to noise you need to convert your coordinate space to object space otherwise your noise will swim, I usually do this with a rest node. Looking inside the node it generates a rest parameter after that conversion. However what if you have a rest attribute on your geometry already, will that be overridden at render time? Furthermore, if you do want to use the rest position you generated in SOPs instead of P for noise do you still need to convert it to object space, or is it in the correct space already? There really isn't a lot of info on this type of stuff, any help would be appreciated Thanks bump_issue.hip
  7. Letterpress

    Hi, here's my first project using Houdini. My goal was to get in touch with Houdini by transforming skin to metallic letters. I wouldn't have been able to realize this effect without your help here on the forum. Thanks a lot! dk
  8. Hi guys, I want to know how to control ocean displacement intensity. Like for example, I have this grid where I painted black and red. I want to have displacement just in the red area... use the Cd or the attribute disp_int (for example) as intensity multiplier. Another thing I want to learn is to have more than one displacement map combined... one with fast waves another more calm and so on... Cheers ocean_disp_intensity.hiplc
  9. H15 Pyro 3 Noise

    I am having trouble getting noise working with my pyro sim in Houdini 15 with the new pyro 3 shader. I might be doing in wrong. I have enabled rest field in both my pyro solver and in my pyro object node. After enabling noise to my Fire Intensity Field, I get no noise even when I have dual rest fields. I have tried this for the Fire Temperature field as well. I have attached my renders with and without noise, my settings, as well as my hip file. M y goal is to get some more small color variations in my explosion post-sim. volumeNoiseHelp.hip
  10. I'm curious about the displacement vs the bump settings in Houdini's principled and mantra surface shaders. Is there any difference between bump and displacement with 'True Displacements' unchecked?
  11. Hi, I am new to mantra but not for rendering. There is a problem i found a solution for each program separately. I wonder how to solve this in mantra as well: I have a box. Box have bricks displacement. Some of the bricks pushes the edge of the box outsides. The edge is like splitting behind the scene, and the gap is filled with new micro polygons. they have no UV and the texture is distorted. at least that how it seems. (I must say mantra displace is really fast and accurate compare to modo's) Thanks for help !
  12. Hi! I'm trying to obtain a displacement noise on the particles surface, but I can't do it if I'm rendering particles as point, and if I use the copy with a sphere it start eating a huge amount of memory. Is there any other solution? Thanks! Marco
  13. Hello Community, ( I hope that's the right thread for this type of questions.) in the course of my second year studies at the Animationsinstitut in Germany I'm going to shoot a short film showing the metamorphose of a man, whose skin turns into printing press letters. Concept and references: My skill set mainly covers Compositing and the basics of Visual Effects. So I thought to use a project with real deadlines to boost my 3D skills. For some time now I gradually familiarize myself with Houdini. Feels like doing some kind of 3D Compositing. Like it so far. Now I definitively could need some help for the technical realization of the concept. Tutorials on the web are great, but don't cover this particular Effect. As can be seen from the images I want to randomly scatter letters across a surface. So far I experimented with displacement maps but I'm not sure if that's the right approach. I was told SOPs are the way to go. Is it possible to randomly instancing geometry so they move close together without overlapping? And if that was the case, would there be a procedural approach to generate the different letters/symbols? Regarding animation: I just want the transition to be animated. So we move from skin (live action) to roughly brushed plumb to the letters. Imagine the brushed plumb gets grooved and reveals the letters underneath. Any ideas and comments are very appreciated. (By the way, I put in my head to finish this project somehow by the end of July.) Thank you very much for your attention and interest. Regards, dk
  14. i have a test about houdini deform rbd sim,and i want to add a displacement shader to the inside group,but i don`t konw how to do it, i hope someone can help me, thanks https://www.dropbox.com/s/5ukpdic73zwbrwr/untitled.mp4
  15. Trouble with SSS

    Hello all. I am having more then a little trouble getting bump and Physical SSS to work at the same time on the kiwi that I am working on. I am incredibly new to Houdini and am probably making a simple error bu I have had no luck trouble shooting what is going on. Any assistance you could give would be greatly appreciated. Thanks. UPDATE: Attached the geometry cutgroupdone.hipnc CutKiwi.zip
  16. Tangent normal maps

    Hello everyone, I am trying to apply some normal maps in tangent space to some models. I used both Zbrush and xNormal for exporting the normals, none of them work. As far as I understand it, there are two types of normal maps, tangent and object space. Since the geometry will be deformed, I am using NM in tangent space. I wanted to use the default mantra surface model first, to see how it works, but it doesn't work in the first place. It basically takes in a normal map and then uses the convertNormal subnetwork (posted below). The some of the channels still seem flipped. I tried flipping other channels using the multiply node, but it simply does not work. I have tried looking it up, and there are some pretty ancient threats. One of them also provides an example file, but it seems houdini changed a bit since then. http://www.sidefx.com/exchange/info.php?fileid=561&versionid=561 The VEX function vop_computeTangents($tanU, $tanV, normalize(N), $uv, 2); does not expect the same input anymore. I haven't really worked with VEX code yet, so I am a bit stranded here. Isn't there a fast way to set tanget space normal maps up? I can't believe such a simple thing is so hard to set up. Do I need to flip certain channels when I export the NM? Am I overlooking something, or am I just really stupid? Any kind of help or information is welcome Thanks a lot Sustaxa
  17. Hi, it's me again. Continuing to share goodies The purpose of this plugin is to reduce memory usage in shots with a lot of displacement, especially in "fly-through" shots. It allows to override rendering properties on primitives, outside of camera frustum.This plugin was written long time ago, before houdini 13 came out. Houdini 13 offer "Offscreen Quality" property out of the box, which is super useful. However, my tests shows, that overriding Shading Rate on primitives, saves about 20%+ more memory then using houdini's "Offscreen Quality", plus you can also override some other useful render properties such as Reflection Limit or Max Ray Samples. Anyway, someone can find it useful, even for learning purposes, isn't it? https://bitbucket.org/alexxbb/hdk_prooptimizer
  18. Hi Odforce, I am currently working on a shot that requires identical Mattes from a software to another. I use Houdini 12.5. Apparently Houdini has no direct implentation of Ptex. I searched and I found a way on the net by modifying the Mantra custom shader. It seems to work in part. I get a deformation from displacement, but not as much as the Mesh from Mudbox. Plus, the displacement creates little ''holes'' around the displaced areas. One of you has ever used Ptex with Houdini? What is the appropriate workflow for Ptex in Houdini? https://copy.com/mSjQbJCfMpLf Thank you very much for your help.
  19. Hi, everyone. I have a fog volume with pyro materia have to render, the defaut render looks not good enough, so i have to modify the materia by turn on the displacement . But the pyro displacement need the Normal field, how can i get the normal? I just transfer the polygon normal to the fog volume simeply, it works,but looks not properly. I get some tip in forum,but i can not set it to work. Anyone who give a help will be great. Thanks. get_normal.hip
  20. I am doing with RnD with displacement on the pyro shader. The displacement for the most part is working as expected but I am getting some issue on the edges that I can't quite figure out. Please see attached image. I tried going lower on the displacement scale but the problem still exists. Any ideas? Thanks.
  21. Hi there! Could anyone show how to use the brand new feature "Share Displacement Between Instances" ( vm_sharedisplace )? I've tried to see the difference on performance or memory usage with that property and without it. But didn't notice any profit Maybe my scene is not very representative and I can't notice anything on such a simple setup. I have Fast Point Instanced 15k primitive Alembic delayed load on the 64 point grid. With that vm_sharedisplace property ON I just see that there are no more Creating displaced geometry (/obj/sphere:/obj/instance1: ) lines in the output for every instance generated. I'm turning it on the /obj/instance object itself. Displacement is in the uv space. Is anyone using this feature? instance_displace_06.hip
  22. Hi, Meshing particles or particle fluids using the new vdbfromparticlefluid SOP, I was wondering if it is possible to bake a displacement from a texture or procedural displacement into the mesh (Yes, I am well aware that might result in monsters). The stupid thing about it is I have no idea how to do this or where to look it up. Thank you very much in advance for any help or tips!!
  23. Hi all! I am having trouble with setting up displacement in shader from "restdisplace" volume (from ocean evaluate node in this case). When I try to do it in VOPSOP with "sample vector from volume" it works as expected, but I have no success when I try to replicate it in shader context. The reason I would like to do displacement in shader is to get fine details at render time, without having heavy geometry. I tested the same setup in shader with simple 3D turbulent noise, and it works fine. Also one quick side question, is there a way to "inspect" node output values (in shader context), to see if it is indeed outputing anything, becuase I suspect that maybe I'm not getting anything from "sample vector from volume" node. In VOPSOP I know I can check it out by creating new attribute and read out values from details view, but I don't know how to aproach this in shader context. I provided simple test scene, so if anyone could take a quick look and tell me what am I doing wrong it would be much apreciated! Thanks in advance! Cheers, Sasa SampleVectorFromVolume_in_shader.hip
  24. Hi, I want to use the displacement map that generate by ocean evaluate to render the ocean,but I found that there is a little offset result between displacement and deform grid.I dont know why cause the change,please help,thanks. there is hip file.
  25. Hi,guys, i have a shader question here. i want to do some displacement on my rigidbody chunk to add detail. let's say we have a cube,in the attatchment jpg ,it is a.(you can imagine it is a rigid chunk), if i add noise displacement on it,i got b. but,i do not want the top face get the displacement,because i hope the top face looks like a flat ground. so i set the noise vector y to 0,and i got c. the problem is the top face looks strange,the reason i think is the x z position of the top face changed, the normal should changed too. so,i set the normal vector y 0,then i got d,you can see,there is some change,but it did not solve the problem. what can i do to get what i want? i need your help. thank you. Peng Zhang. shader_displacement6.hip