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Found 38 results

  1. mandlebrot color issue

    i created a mandlebulb/mandlebrot and i want to animate it with colors that change like left 30% green right 70% blue and it changes over time. I do not know how to accomplish this. Please help. mandlebrot_016.hip
  2. 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"?
  3. Hi, Can someone help, and explain why after translating a cube up in sops, on the geometry node to postion a box on top of another box. then making it a RBD object. then simply add a deactivate object from the shelf tools, why my pivot and object change position when I jump into dops. Perhaps Im missing something silly here, anyone help please? thanks in advance.
  4. Hi, what I want to do, as the title says, is to emit particles from an animated 2d texture. So far what i have acomplished, is to emit particles from a standard, non animated 2d texture, but i cant get it to be animated, i leave the files i have been working on, im sure is just a stupid thing that i have to turn on, but i cant find it.Also if there is an easier way, or anothert way you may think i could acomplish the same effect just say it.Thanks in advanced. test_animated texture.rar
  5. Bake Textures

    hey guys, I did this test scene with a low poly and a high poly spheres (I also did a cage but it made no difference) the most important problems are: - (i think) it looks wrong if the high poly faces are outside the low poly surface (i think it's the darker areas on the map) - I can clearly see the low poly faces check it out, here's what I get using the bake texture rop: this is the Tangent-Space Normal (Nt) (displacement have the same problem) and that's how it looks like rendered with tangent normals applied. I will alse need to bake a procedural diffuse color but I'd like to focus on those other problems first. Once again, thank you /Alvaro Bake.rar
  6. Hi all, I am quite new to Houdini, but ran into a problem connecting image files/textures to the new Arnold 5.0 Standard Surface Shader. I have a standard studio setup with a sphere and area lights on the sides and on top. When I assign a Arnold Standard Shader, go into the network and remove the Standard node and attach a Standard Surface node all renders out fine. But whenever I attach an image/texture to, for example the Base Color, my scene does not render AT ALL. I noticed it is also not generating .tx textures even though everything is set up correct (i think)...
  7. Hey, I am trying to complete what seems like a simple task. In maya, if I have a texture going into the diffuse, I can add a color composite node and make adjustments, such as adding contrast to the image which is what I want do here. I have a principled shader with a sand texture. I wish to add contrast to the image and/or color corrections. I found the texture node going into the base color. Seems like I would just add a color correction node? However, that does not work. Any ideas?
  8. POP Fireworks - Color from Image

    Hey guys, I have to create fireworks that turn into some specific shapes. Just like this: I have an workflow idea working with colors. It goes like this: -Simulate standard the fireworks; -Go to a specific frame where the where the starbusrt* is fully formed; -Apply the color at this specific frame; -keep that specific color assigned to individual particles through the whole simulation; (not working) does it make sense? I'm having problems to achieve this last step. what I'm doing is: -caching the simulation; -apply the colors; -add a timeshif to the "rest" frame (89 in this case); -copy the color attributes from this frame (89) to the animated simulation; I guess it happens because the particle count changes during the sim. Any idea on how to proceed? (Scene file is attached) Thank you, Alvaro *starburst is the round shape Fireworks.v1b.rar
  9. Guys, I guess it might be a veeery silly question but I just can't do it. How do I display textures on viewport? In this case I have this ramp applied (not an image texture) Thx! Alvaro
  10. First post, and pretty new to Houdini (coming from C4d). What I'd like to do is have a flat grid of polygons that are acting as "pixels" whose color is driven by an underlying image sequence. That much I have been able to figure out using a grid of points, and then mapping a simple 1x1 square per point. I've been able to get a color per copy based on an image sequence as well, using a vopsop. What I'd like to do, is for each copy, read the luminance or color value, and be able to map an image to certain ranges of luminance. (example: black - nothing, gray - small circle, white - big circle) What i've tried so far always maps the pixel image to the whole grid, and not to the individual square. Any direction would be wonderful!! I could be heading in the complete wrong direction with this. I'll attach my hip, but without the image sequence it'll be hard to see what's going on so far. I'll upload a video as well showing the basics of what's happening so far. Pixel Grid.hipnc example.mp4
  11. Hello! When I used textures Houdini had replaced numbers in the texture's name to something like ${F}. So my texture map depends on the frame) That exactly isn't what I want. Could you help me?
  12. Hi everybody I want an animated texture map in my shader and I assume a $F is the way to go but unfortunately the texture vop just raise this error: "Cannot have channels which depend on time." Although the path evaluate correctly in texture node the render sticks to frame 1 texture. So what am I doing wrong? Thank you.
  13. We are currently looking for a talented 3D Modeling/Texture Artist to work at our Montreal studio. Our ideal candidate must have a high degree of technical skills and artistic judgement. Our 3D Modeling/Texture Artist will be an expert at creating photo-realistic textures as well as organic and hard surface 3D models. Previous experience in film and television is essential. Folks has built a solid reputation in the industry as an artist-driven boutique studio. We value detail-oriented design through teamwork and creativity. Our team is composed of some of the most talented artists and creative pros in the business. We are known for great storytelling through high-end visual effects. This is a full-time position available immediately. We offer a great work environment, salaries to match your skills and a comprehensive benefits package. If you think you’ve got what it takes to join Folks, please forward your resume to jobs@folksvfx.com to set-up an interview.
  14. World space texture mapping

    Hi! Could you plz tell me how to make a world base texture in Houdini ?
  15. Hey guys, everytime I try to bake this texture I got the next square rendered. It's weird 'cos i have been rendering a lot of textures from this file and that started today only. Did anyone had this problem already? Thank's Alvaro
  16. Save Cd to Bitmap

    Sup guys, I've painted some stuff on an object and now I need to export this object to another software. I've projected UVs properly on it and now I'd like to export this data as a bitmap. I've found some info on sidefx forum saying this (on quote) but i'm quite new to shops and have no idea on what's going on there. Can anyone help me out with this, pls? My main doubts are: Should I do this in Shops? What is the Cf output? Use mantra -u option? wut? Thank you, /Alvaro
  17. soap sim texture

    Hello! stuck a little, need help! reference https://www.shutterstock.com/en/video/clip-9239504-stock-footage-soap-texture.html?src=rel/9239561:1/3p I did a lot of tests with pyro and flip sims and came to almost what i want. biggest problem with pure fluid simulations - mixing of colors, resulting dirty one color, i abandoned this method. solution was to make particle advection while fluid simulations and it was good, but not enough detail. 1. to add details i have included 'add' and resample lines every frame, after 400-500 frame sim time makes me sad.. 2. there are still "black holes" (img) 3. points gives dirty render anyway. soap_effect_v01.hip soap_effect_v01.hip
  18. Burning Paper

    Hi guys, I am trying to make a burning paper like this, but i`m failing at this every time, kindly describe how to approach for this, and if possible a hip file will be appreciated. Thanks
  19. Prepare UVs For Mari?

    Hi All, I am trying out Mari NC to see what kind of workflow is needed to get UV models out of Houdini and into Mari. In this image I have nice a Box projection that provides a decent looking UV grid across the object. However, if you examine the UV grid you will see that there are a lot of overlapping areas which will not work with Mari. Overlapping areas mean if you paint on one face color may appear on another unintended face. So I have tried out the Houdini UV layout tool and set the scale to limit my UV layout to the maximum of 6 UDIM squares that Mari NC allows. And while this fixes overlapping faces and makes a UV set that Mari can work with it destroys the ability to select associated faces via a UV island. Also there is a ton of wasted space. It looks like the algorithm finds the largest area and populates all the large UV areas on one UDIM tile then moves on to the next UDIM tile, not considering that it could actually use 6 UDIM areas to start with. As you can see the UV faces get smaller and smaller as the UDIM count increases. This ultimately limits paint resolution in Mari when you have to paint on slivers. If the Houdini UV Layout area distribution were smarter I could increase the scale and reduce the number of sliver elements generated. Also, selecting faces in Mari is fairly primitive yet selecting UV islands is quite possible but with the islands split into so many tiny areas selecting by UV areas becomes quite tedious in Mari. I am just wondering if anyone has any tips on UV layout workflow? This probably applies to Substance Painter users as well. ap_runabout_uv_projection_layout_1a.hipnc
  20. Hey all, Ok, so I have a line, which I am duplicating (manipulate) 10 times, then feeding into a wire sim. After the sim, I am animating a fuse on the wires to create an effect of 1 wire turning into ten, then doing a polywire. My question is, how should I map my UVs so I can texture the polywired wires separately? Obviously this is a little tricky because of the fuse, as it's creating a non-consistent topology. Any ideas? Unfortunately I can't share a .hip right now, but the setup literally is as simple as I described, you could even replicate a similar animation by just animating offset in the duplicate sop. As always, thanks in advance for any pointers!
  21. Hi guys I just joined the forum and this is my first post! I'm an FXTD student learning houdini and I have a shader assignment that I will be beginning soon. I have a few ideas for a shader but I wanted to pick one that would have some relevance to an actual studio production. Can anyone speak up, and give me a few examples of shaders that you or someone you know may have built? I was thinking of maybe some burnt flesh (burning a steak or side of pig with a torch) Im not really sure what kind of materials and shaders would be done by texturing or look dev and which ones would be done by an FXTD, No simulation shaders, just for an object.... Thanks for the help!
  22. Emit Smoke from Texture

    How to Emit Smoke from Texture Map on grid. Thanks
  23. Help a brother out, I'm getting headache by trying to figure this out. At this point assuming it's a limitation of the software. I've been getting more into procedural texturing and shading and sometimes want to blur those textures for example to use as a mask. This far I haven't been able to figure out if there is a way to blur or filter SHOP textures in a similar way you could in COPs with Blur node. I guess SHOPs can't do this since the procedural textures are resolution independent. However is it possible to maybe import the texture to COPs and then after blurring there back to the shader again. The main thing being I want to avoid writing out the textures in between, if there is a interactive solution for baking texture out then maybe that would be fine. Attaching a examle scene file with texture() blur and example procedural texture I want to blur out. Thanks! textureBlur.hip
  24. Hi Guys, I have been trying to get my point's cd from a mesh with texture. I seen alot of method around that are using attribute promotes from vertex UV to points UV. However the UV I promoted are slightly off. I wonder if there's any way that I can use a vop to get closest surface texture's color info and project them to my point cd? Very much thanks and appreciate any help from you guys. I have attrached my file. texPoinntTex002.hip and the obj file (testAlembicCon.hip), just have to change the extension to.obj will do. texPointTex002.hip testAlembicCon.hip
  25. Hello, I'm missing something simple I'm sure but this has stumped me. Prior to Houdini 15 I've been using the same setup for a while to displace geometry with a texture map. The setup uses a vopsop and work exactly as expected. Upgrading to Houdini 15 and switching to a Attribute Vop the setup no longer works when using a texture. Displacing using procedural noise works the same as before. What am I missing? Thanks displace.hipnc
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