Welcome to od|forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

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



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 12 results

  1. Hi Guys I'm trying to export a fractured geometry with two materials, one for the original faces and one for the new faces generated after fracturing. I just can't seem to figure out what sort of attributes I need to have for the FBX exporter in Houdini to include them as two distinct materials. I've tried the material node in various configurations but I just can't seem to get it right.
  2. Hi everyone, Here's a weird one: I am trying to use the crowdsource to copy a simple agent animation on a point sim. It is basically a swarm test. Now the problem is that when I try to render my agents they render as boxes. So far I have done a couple days of research but I didn't seem to be able to find a solution or anybody with my same issue. The simple answer that I gave to myself was "use the copy sop with some timewarp stamping for each point" but the copy sop gets too heavy to quickly. Does anybody have an idea of what am I doing wrong? I have attached a zip file with the hip and the fbx of the bee animation. Thanks for your help! bees_test.zip
  3. 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
  4. Hiya! I'm still new to Houdini and I was wondering if anyone had made use of 3D decals (projected textures) in Houdini? I've found them really useful in the past and I was wondering if anyone had played around with them. They look like this kinda thing: I'm not talking about the Decal material node, I mean things similar in effect to what is talked about in this blog post. Thanks!
  5. How to add smoke details´╝čReplacement material smoke_Replacement.hip
  6. Hey there! Before I begin to describe my issue, please keep in mind that I am a beginner at 3D modelling and am still learning. The problem I am encountering is that I have installed the Quixel Colors tool to texture my model in Quixel. The problem is that once I try to render the material map, I get the following error in the Houdini Console: Traceback (most recent call last): File "C:\Users\Scott\Desktop\Quixel SUITE 2.0\quixelcolors\lib\QuixelController.py", line 129, in <lambda> File "C:\Users\Scott\Desktop\Quixel SUITE 2.0\quixelcolors\lib\QuixelController.py", line 149, in openDDO File "C:\Users\Scott\Desktop\Quixel SUITE 2.0\quixelcolors\lib\QuixelController.py", line 127, in <lambda> File "C:\Users\Scott\Desktop\Quixel SUITE 2.0\quixelcolors\lib\houUtils.py", line 148, in bake File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.523/houdini/python2.7libs\houpythonportion.py", line 341, in setParms raise hou.OperationFailed("Invalid parameter name: " + parm_name) hou.OperationFailed: The attempted operation failed. Invalid parameter name: vm_renderengine I am not sure that I can identify the problem and hope that someone can help me with this! Thank you in advance for your efforts.
  7. Hi guys, First time posting in here. I am a beginnner to intermediate Houdini user who is just recently diving into it deeply and just have a simple question about Uniform Noise at the Material level. Currently, I am going through a tutorial that is done in Houdini 13, I believe, on creating textures. They put down a uniform noise node in the Material VOP network and use a slider for "Exponent" to adjust what seems to be the contrast of the noise. I am using Houdini 15 and since things have changed so drastically since then there is no longer an exponent slider. I tried playing with the options that are there and messing with the fit rang (unclamped) node but nothing seems to get the same effect as in the tutorial which is one I would like to use for an idea in the future for padding. Is there something that replaced the exponent slider that I may be missing? Thanks in advance for any replies and help.
  8. Inspired by Renderman's community website, I tried to replicate the industrial and basic glass materials with Mantra. The scenes still need tweaking but I ran out of time. Would anyone be interested in a Mantra procedural materials challenge?
  9. Hey odforce, This may be a newbie question so I apologize in advance but I've been trying to work out this problem for a while now and cant seem to get it... I'm rendering out some pencils sitting in a pencil case with crayons. I've wrote out a one frame of them sitting in the pencil holder taken from a more complicated scene where they are acutally shot out of the case/shattered. So I rendered a one frame of them sitting on the table before the explosion. When I exported them to the new scene where it is the establishing shot I'm starting to get noticeable render issues with the geometry. At this time I won't be uploading the hipfile, but if you believe it will help I will gladly reorganize/attach it. When merged with pencilcase/pencils/crayons it displays in the merge "a mismatch of attributes has been detected..." so on, I have tried using the Vertex/Point node to fix this but am still getting black geometry. Reversing also seems to not help. Thank you! It should also be noted I rendered a bgeo file of the Pencils/Crayons/ shattered by the vornoi... but all the materials have been copied/pasted into the file so it shouldn't be the issue - right? Sorry odforce, thank you!
  10. greetings all, I am instancing some geo which has shop_material_path primitive attributes baked into it. How do i get Mantra to read these from the geo and ignore the fact that the instance points do not have this attribute? In other cases we have used ids to drive a switch in a massive multi-shader but this is very laborious to manage any ideas would be greatly appreciated! please find attached an example hip cheers rnd_sam_shaderTest_v001_sam_forSESI.hip
  11. Hey guys! I have been doing some testing on alembic delayed load primitives. I exported a sphere with two groups which has different material assignments for each group using the ROP Alembic output node. I imported them back in houdini and SOHO binds the materials perfectly. The material assignments for the groups work with delayed load primitives. But when I open the alembic archive and add this attribute manually and save it as a different file with all the objects and properties copied from the original file. The material assignments for the groups work only when I load the Houdini geometry. It doesn't work with alembic delayed load primitives. What am I doing wrong ? How exactly SOHO binds the materials ? I compared both abc files but I couldn't find any changes. I have attached the files for reference. Any help much appreciated. Thanks -J AlembicTest.tar.gz
  12. Is there a tool for picking colors from images in Houdini? I want to match the base color of a material to a color in the background image displayed in the viewer (in this case, I have an image of a concrete bridge and want to match the base color of the clay shader for a new CG column to the existing bridge columns). Thanks, Kevin