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Search the Community: Showing results for tags 'alpha'.



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Found 10 results

  1. Hi there, I was trying the composite features in H16, and found out that no matter what I do, the Chromakey and Lumakey nodes don’t output any alpha. I thought the problem was due to my File nodes not having any alpha plane on them, but even after creating one with the Color node, the alpha doesn’t get modified, just the colour plane —keyed out areas are black as expected. Is this normal behaviour, am I doing something wrong? Not attaching any example file since the only thing I’m doing is File > Chromakey or Lumakey, check the A plane, and it either doesn’t exist or it’s unmodified by the keyer. Thanks in advance!
  2. Hi! I'm following a tutorial and I found somthing rather annoying, in the video when the user sets alpha to be zero the curves (NURBS) go totally transparent but if I do the same I can see how the Alpha is going down but when it gets to zero the curves go full bright color, if I go until something like 0.001 it shows as expected (almost 0 visibility) all of this in the working viewport. I guess it is a display preference or something like that but I failed looking up for that toggle. Hope that anyone knows what is happening. Pardon my bad english and Thanks!
  3. Hi! I'm really new in houdini so probably this is a noob question: I have some outlines that are the outcome of some carve operations. When I animate the alpha from 0<Alpha<=1 everything goes as expected BUT in any frame that the value of alpha equals 0 I can see the outlines in bright color (the one that you could previously set). I don't know if this is only a viewport thing (I think it is) maybe some viewport feature or something like that because I'm following a tutorial and in the video setting the alpha as "0" makes them totally transparent. Hope that you can understand what I'm saying, my english is not that good. Thanks!
  4. Hello! I have been searching online for a solution to creating an image plane to create an alpha matte. What I would like to do is get all the objects from my scene and have a separate black and white alpha matte for each object. I would like to be able to take the image into photoshop/after effects and be able to manipulate all the objects in my scene separately. I have followed the video below but this becomes quite the process once I have many objects in my scene. Ideally what I want is when I make an animation sequence that either the exr has layers with all the alpha mask or when I hit render it renders both my image and the alpha's as separate sequences. I also tried using this technique http://houdinitricks.com/matte-objects-houdini/ but when I activate the matte option it still renders the rest of my scene normally with only my object appearing in black. I just want a black and white alpha matte.
  5. Hey guys, I'm having an issue where the Alpha displays properly in the viewport but doesn't work when rendered. I've done this before, just a simple Constant shader, and it always worked. Here is what it looks like in viewport vs render: I looked at other threads and none of the solutions work in this scene. Here is the scene file: 0007_odforce.hip Thanks!
  6. Hi, I have a grid with some texture applied to it. The texture is a PNG and has transparency in it. In my viewport it looks al fine, But when I Render, I cant see the alpha onto it. Im using a constant material. How do I fix this? THNX
  7. Hi everyone, I have a problem with alpha masks, for instance: I want to render a one object in front of another (in this example just a sphere in front of a cube). However, I want to render them separately, because one object (in this case the sphere) is already finished, while the other (the cube) is still a work in progress, so I want to render objects as they are ready, instead of waiting for everything to be done and rendering everything at once. Once the cube is ready I want to render it and use my Sphere as a matte object in order to get my alpha mask. In Nuke I then lay the cube over the sphere. Now my problem is that my merged alpha is not solid (see attached images). Any suggestions on how to fix it? Thanks in advance. Cheers, alphaProblem.hip
  8. Hi, Thank you for this forum.I need a little help from you guys.I am advecting particles by volume of smoke.I animated the scale source volume in the source density to detach smoke from the source and disperse the remaining one.Kind of a gradual fade out effect.How can I have particles disappear the same way?Currently they keep going.Any way to map the data of scalar volume to say alpha of the particles? Or is there any other way? Thank you.
  9. Hello guys! I have come up with a problem where I want to render out some geometry that is totally opaque but want to keep it's alpha information on the alpha channel. I tried pluggin a constant value of 1 on the Surface Alpha value of the output node but the opacity overrides that and throws no alpha info. So in short, what I need is to make the geo invisible on the beauty but keep its info on the alpha channel. Thanks a lot!!!
  10. Have been searching around a lot on Google and don't find a working shader that works for particles point color and point alpha. Only one I found is the Clay shader in 12.5, I got this working. But it doesn't have any Specular or Reflectivity. Not skilled enough yet to make my own that does work. Newb. Anyone who can help? Thanks M.