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Found 56 results

  1. Hi everyone, I am trying to find out how exactly to go about exporting procedural displacement patterns from within a material builder, that can then be used to augment or modify other displacement patterns going into other shaders. Somehow, however, whatever I try I cannot get it to work properly. It does not render the way it should. I do not want to use the layer struct for this, since I want to be able to extract only parts of the displacement texture and not the whole thing being used in my principled shader (inside the material builder). In my mind this should be an easy thing to do, so I am really wondering what I am doing wrong, or if it is actually a bug in Houdini? Either way I would really appreciate if someone would check out the attached hip file and analyse. Perhaps someone knows exactly what is going wrong? Help is much appreciated. Thanks, Doug shader_test_v002.hipnc
  2. Hi, I set up a some displacement in a material builder network. I think I set it up correctly. When ever I change and parameter on my noise, it does not update in the ipr. I have to manually click render every change. Is this correct behavior? thanks material.hiplc
  3. Hi everyone, I am trying to convert a displacement map from tif to rat with iconvert. I am getting some weird results and I am hoping anyone here might be able to tell me what the actual problem is. In the image you can see the different results I am getting. Only the original tif gives me the results I want. 8 bit is wrong of course but I thought I'd still include it. I am using the classic shader in Houdini 16. Thanks in advance
  4. Hello, Houdini wizards! In Houdini 16, I'm trying to merge my FLIP sim with the ocean surface, but i'm stuck with the workflow. It seems like in the newer version of houdini 16+, save_spectra has "replaced" "ocean render". With houdini 15, all you had to do was connect the core fluid to ocean preview AND ocean render, and then use the fetch node and point to the ocean render displacement location. However, in Houdini 16, due to the different nodes for the "small wave", i am experiencing lots of problems creating the displacement maps. My viewport which shows the FLIP sim and the ocean waves is completely different to my render window! 1) What i did was that i saved the output file in "Save spectra" node. 2) The fetch export node is already sourcing from save_spectra. 3) Mantra node connected to fetch export spectra. 4) Created and locked the camera to perspective view. Now when i render, its only rendering the small ocean waves, and completely ignores my FLIP sim. What am i doing wrong?? Can someone save me? Thanks!
  5. Hi, I'm struggling to find the overall parameter to control the amount of displacement noise on the Classic Shader. I've got a custom attribute holding colour data and can easily plug this in to control the diffuse colour, refraction intensity, etc but where do i control the actual amount of displacement? Controlling the amplitude/turbulence doesn't seem to be enough. thanks.
  6. I am trying to export flip sim from H to maya in Houdini 16.If I get it right,I have to export mesh,with flatened geometry ,like alemic,for example,and displacement with baked masks and ocean spectrum like exr ,for example,but I cant make it work.Can anyone help me? Thank you!
  7. Hey, I would like to add some detail to the interior faces of my fractured geo. I have separate materials for the inside and out. I added a displacement noise to the inside shader. The only problem is that it breaks the edges. How can I get some detail like that on the faces without breaking the geometry? Thanks
  8. When exporting image planes, how do I include displacement in Pz? My surface has a displacement towards the camera. Right now, in Pz I'm getting the z depth to the surface itself, no displacement. Can displacement be incorporated in Pz or do I need another export variable for that?
  9. Faceted Normals After Displacement

    Hi all, I've set up a displacement shader to rotate an object. As you can see, when the displacement is applied, the normals are not smoothly interpolated. Is there anyway to fix this without subdividing the entire object? Displacement_Normals.hipnc
  10. How to convert a displacement to polygons ? I use the dispalcement texture to render the model, but I wanted to get the displacement polygon. how?
  11. Hello Everyone. Im trying to test my foam particle settings on my ocean but every time I change a setting it re-creates the ocean displacement taking 7 mins each time before it starts to render. I know I can bake out the displacement, but how do I attach it to the ocean surface shader so it doesnt re-create it every time I change a setting.? Or am I doing this totally wrong and there is a better way?
  12. Sculpting packages like Z-brush can create surface detail which sometimes has some slight overhang (like folds etc). With the vector / tangent displacement tools in Houdini, can I create (or work with) a disp map that would create a slight overhang? The pic shows a flat base plane for clarity.
  13. I'm getting a faceted appearance using a disp map, corresponding to the pixels in the disp map. Any way to smooth this out *without* increasing map resolution, increasing shading quality etc? Do I need to create vertex normals from the displaced geometry normals somehow? The displacement map is a float exr image, so color depth is not a problem. The vex code doing the displacement is as follows: vector mapclr=0; float mult=1.0; mapclr=texture(map,s,t); P+=mult*mapclr.r*normalize(N); N = computenormal(P);
  14. Edge Dispalcement Shader

    With the new tutorial I am trying to somehow get this to work with default mantra, like the original tutorial, But i have some issues, hoping someone will point me in the right direction. I have attached the hip file here hoping someone will download, and correct it and show me how its to be done correctly for mantra. EdgeDisplacement_01.hiplc
  15. Hello everyone! I am creating a pool of lava and am struggling with creating displacement for it. The problem is the remeshing every frame. How can you make points which are generated at the first frame follow the colour they have been given? My idea is once I have figured this out, to use those points for the position of the displacement. Any help is greatly appreciated, thanks! points_follow_colour.hip
  16. Move points at render time?

    Hi all, I wasn't sure whether to put this into shading or effects, so it just ended up here. The title says it all - is there a way to move points at render time? Just apply a noise or something like that, essentially a render time VOP Network. The reason is I have a heavy piece of geo that just needs to sit in the background and wobble slightly. That's all. It seems very wrong to write out geo for every frame.
  17. Hello! I can't get to work the new ocean surface setup, even with the provided scene files. I the viewport it's seems fine, but it renders flat. (and without the foam) Yes, I baked the spectra node. Can anyone point me in the right direction? There is none learning material about the new ocean surface, not a single tutorial, only the masterclass. Thanks
  18. So I used the Triplanar Projection vop to give some geometry a diffuse texture. It was really easy, and I am happy with the results. However, now I want to add displacement to the same object with a displacement map which matches my diffuse texture. Since the triplanar projection vop only outputs color, how can I supply my shader the outN and doffset values that the Displace Texture vop supplies?

    hey everyone hope that y'all having an amazing time, just a quick question.., now i know sidefx got reed of some old stuff and introduce new cool stuff in the H16 but i have just notice that there are few shaders missing from the material palletes from the generics shaders like displacement, mantra surface, surface model are gone all we left with is principle shaders and it aint what i am looking for right now does anyone know how i can bring the older shaders back many thanks
  20. Workflow for this sample mesh is as follows: Create dynamesh, subdivide to 2 mil points Apply variety of alphas to mesh ZRemesh to 8k poly, subdivide to 7 mil, project details Use UV Master Create vector displacement with attached settings, base mesh is around 100k What am I missing here? Was able to get blackpixel's example working just fine: https://www.sidefx.com/forum/topic/46764/#post-211000 [sidefx.com] Should I try Mudbox? Renders and settings: 7 mil poly 100k poly with vector displacement 7 mil poly 100k poly with vector displacement 7 mil poly 100k poly with vector displacement UV Layout: ZBrush settings Houdini settings
  21. Object Displacement

    Hello, I'm attempting to recreate something similar to the reference geo in this link: I'm using a tube and then painting where I want my displacement but I'm not happy with the results as it isn't really resembling the reference image. Does anyone have any suggestions as to a different way to approach this? Thanks for taking a look. disp_geo_js_v01.hip
  22. Hi there, is it possible to let Mantra only calculate displacement on areas where the camera looks at? I'm working with very huge oceans.
  23. Detailed displacement?

    Hello community, I'm trying to figure out how to get this effect, im pretty new to houdini and my thoughts are with some noise and displace along normals, I played a lot with vopsd and solver but I cant get the shapes and amount of detail, could this detail be done in mantra? (just wondering, I would prefer to do it just in sops) Here is the video (min 7:39) Any tip on how to achieve this kind of pattern/displace will be great, thanks!
  24. Displacement on high poly surface

    Hey, it took some time to find out but the problem I have is due to the poly density of the flip mesh. I want to apply the displacement maps from the ocean surface onto that mesh but I get weird artefacts until I polyreduce the flip mesh. So it seems as if the displacement maps can't be applied to highly detailed flip meshes, can it? I surely can use the adaptivity settings but thats just a stopgap. Some areas will remain pretty dense and if I reduce everything I lose surface detail. Is there a special trick to apply those maps propperly? BTW: this problem only ooccurs when rendering with Mantra. When I load those maps into Redshift it works fine.
  25. I am trying to kill displacement when geometry gets a certain distance from camera. I've taken the geo bounds and was able to get that into black/white information in my shader. I am controlling the falloff with a fit range. I can multiply that black/white information against the displacement value and the geometry will not visibly displace. The problem I'm having is that it seems the geometry is still being subdivided in those areas. Anyone know how to kill that geometry creation when the displacement value is 0?