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Found 22 results

  1. Sorry for the spam about normals, but I have another question regarding normal. This is what I have, the template is done with polyextrude. When I apply peak, this is what I get. What I want is the same as the polyextrude kind of extrusion. I have tried normalise the normal length, but it work for me. Is there a step I am missing here? Cheers.
  2. 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!
  3. I am trying to mimic a rail spline like you would use in Cinema4D. Essentially I would like each point normal to look at the point with the same index on another curve. From what I've found on getting a direction from two vectors is to simply subtract B from A. However, this does not seem to be the case. (See attached file) Is there more to it than simply subtraction? Align_Normal.hip
  4. Hello, is there a VEX function for sampling N at arbitrary location in NURBS surface (based on uv location for example)? One way would be to convert NURBS to polys and get normals from them. But I thought that maybe there is easy way of getting N directly from NURBS? Thanks, Juraj
  5. Hey Guys! In a recent demo vid on how Houdini can be used in games, they showed how ocean fx can be used to create normal maps for fluid. at 7:46 I'm just wondering, how do I render the normal map? So far, I unwrapped my grid, and used polyframe to get my normal, tangent and bitangent. But I'm unsure on how to get the colour to reflect the correct values. From a lot of reading, it looks like I have to orient my current normal to turn it into tangent space? I've given it a guess, but it doesn't look right. My next step is then how do I bring this into COPS (what it looks like he's using) to save the normal map out? Thanks a lot! fluid_texture_02_HALP.hipnc
  6. Hey guys, Is there a way to control the FLIP's particles velocity based on the normals of a scene object? To be more specific: I have this grid and as soon as the particles get closer to it's surface, the particles start flowing on this grid's normals direction. Thx, Alvaro FLIP normal vel.rar
  7. Hi all! I have a problem with point normal. In my scene I have a voronoi fractured object represented with one point per fracture. I simulate these points with POP sim, but I can't give a normal direction that follows an (alembic) animation (It's difficult to explain) I attatch two screenshots and the basic scene. Thanks in advance! Test_particles.hip
  8. Hi guys, I've been trying to layer 2 normal maps inside one shader and I can't quite figure out what is the right way of blending them. I tried mixing them, adding them, multiplying and subtracting the difference but I can't get them to look correct. As a reference I combined the 2 normal maps in Photoshop by overlaying the red and green channels and multiplying the blue one and I still couldn't get it to match in Mantra. In my file you can see that I have the displacement texture nodes and I'm plugging them into the baseN, and then you can compare it with the displacement texture that is already loading the layered normal from Photoshop. The only way I found of doing this in Houdini is going inside the displacement texture node and doing the same I did with Photoshop combining the RGB channels right before they go into the Displacement node and the normals are calculated. The problem is that it's not a very elegant solution, and I also have the problem that I can't do this with a bump and a normal, so I'm trying to figure out how I can layer the normals themselves, not the textures with the color data. How can I blend 2 normal maps together, or 1 normal map and a bump map? Is there any way of doing this manipulating the normals or will I always have to resort to blending the RGB channels and then getting the value of the normals? Here are the renders showing the difference between the layered normals in Photoshop and the one where I add the normals together: Here is the file with the textures. layerNormalMaps.zip Cheers and happy new year!
  9. Hi all, I'm attempting to render out an isosurface of a volume, which I have done (see the attached image), but the issue is that I need the normals of the isosurface to be inverted and I cannot find any way to do this. There doesn't seem to be a Mantra setting to do this, and I'm unsure how to alter the VDB volume itself to make this happen. Does anyone know how this can be done? mitochondria.hip
  10. First of all, I want to tell you what end result I want so you can solve my scene file or suggest other easier way of doing it. I want to get the transformations of these rbd dominos to object level. My first approach was to simulate rbd fractured objects then use dynamics chop to get that data and export it to object level but it got some problems. My second approach was to "get point data" from dops and do some matrix magic in VOPSOP with points and import that data through geometry CHOP so it can get exported to object level grid's transformation. I have tried to use orient attribute to my advantage but objects behave weirdly. Their positions are wrong. This is good exercise for you to use SOPs, DOPs and CHOPs interconnectively. You can see my file with both approaches, check out these nodes and tell me what am I doing wrong? I just want to apply the boxes domino data to grids in object level. Thanks! dynamics orient.hip
  11. Hi guys Does anybody knows a method to rotate separately each normal of a point from a curve ? I want to select 1 or X number of points and than to rotate their normal as desired. how to do that? Thx
  12. Hi, guys. I'm working with instance recently. Let's say i stuck on something like instance with normal problem. There was a example i built: i have a mountain sphere with point normal, i will show the N pass, then i instance the smalll ball on it, then tranfer normal to small ball. if i just use copy sop, it works correct. The N pass show right color. After that i try instance sop, it was great tool. I override the material N, it link to the sphere point normal,. It seems working, but was a wrong way. The N pass show a different color. I have try my best to achieve it and keep modify the material again. But if anyone can help me out it will be great! Thanks. surface_normal copy_correct_normal instance_normal instance_with_normal.hip
  13. Hi guys, I am having some difficulties with normals. As seen in the image below, I need to make those normals, pointing-up, to point different directions in a more slanting/sloping manner. My method was to group-paint parts with the normals pointing-up and use a point sop to add normals or to affect them but I want to know and try other method. I heard about a way which uses vopsop and 'normalize' and fit range to marginalize the direction. I would like to hear more about this method or other method from you guys, need some enlightenment. Thanks!!
  14. Hi, Guys. I get a problem when copy the line along a curve. As you can see from my screenshot, after i copy the line,some vertex number was different with other vertex, so if i skin them, the polygon show interleaving. I try to fix the curve normal before copy, but it still happen sometimes. Is any better way to revision it completely. Thanks. N.hip
  15. I don't know why, but I've never successfully been able to import a normal map into houdini from zbrush or mudbox. I've had this issue for a year now, and I always just do bump instead. It works, but I'd rather have a tangent space normal map. Both tangent space and object space appear to screw up the lighting in Houdini renders. I'm using the mantra surface shader, default with houdini 13. Anyone know how to get this to work without the harsh edges on the shadows? Image 1 shows how the object looks with a normal map plugged in Image 2 shows how the object looks with "normal" selected from the drop down menu without the map being checked on. Image 3 shows how it looks without the normal option being selected from the drop down menu, just regular obj, no maps. Image 4 shows what I mean by "drop down menu" This is not the problem with the obj or the maps. They work fine in maya. Something weird is happening in Houdini. Thanks!!!
  16. Hi guys! I got 2 questions for, I think, advanced Houdini users(or for everyone else). I've created standart material in SHOP(Clay, for example), and I turned to OpenGL tab. I want to see as many graphic information as it could be done. So, I set normal map texture in its field - and nothing happened. I've tried to configure it, tried to add light sources, different viewport shading types, even different OpenGL version in Houdini Preferences. Nothing has helped. When I put my normal map in Bump map field - it worked, and worked fine. But why I cant see normal map that I've set in Normal Map field? This is a first quesion, thanks! Next - I've got 2 differnt UV sets for my geometry, and 3(three) layers of diffuse texture, mixing by alpha channel. And two of them are for uvset1 and third is for uvset2. And it renders fine. But when I try to set this textures as multiple texture layers in OpenGL tab - it working strange. For 1-st texture it uses 1-st uvset, for second texture - 2-nd uv. And for 3-rd - it try to use 3-rd(undefined) uvset, or 2-nd, I don't even know. So, how can I set uvset for each texture layer in OpenGL tab manually? Combining 2 layers in third party software(like Photoshop etc.) it's not an option. I've tried to load in 1-st texture field picture, that has already combined in my shader net(by color mix) - it wasn't worked for me. Maybe, there is some way for send to OpenGL texture field result of my shader net(color type, etc). It(OpenGL field) is working with texture in file, as I can see. It would be great, if someone can help me with this issue. Sorry for some mistakes in text(I believe, there are some of them), english is not my native language. Paul
  17. Hello, I am seeking the way to generate normal to points particles for get proper reflection/refraction, i have tried using add point node with normal but is not proper one. Probally is with vopsop generating with volumesample from fluid surface and transfer into point but i dont know the good way to do. any know that? or any link about that? thanks in advance!
  18. Hi I am rendering some scattered points on a surface and I want to vary the shading a bit. I'd imagine this variation would be possible by altering the normals on the points. But setting the normal to different directions doesn't change anything on the render. Am I mistaken for this approach, or am I missing something? I've attached a test file where I setting N with a random function thanks
  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. Hey I'm having a strange issue. I modeled a fosset to shade but the S & T are just strange. I'm confused since I thought S and T were suppose to have everything to do with the UV map 0-1 space. However, here (see image) I am getting some strange results which cause my shader to appear almost at random. I dropped in a perfect asset (shirt geometry) that works perfectly in production when I textured and shaded it, but as soon as I plug in the S into the color ouput of the material shader builder it appears super strange. I'm confused at why I'm getting these results. Thanks
  21. Hello! I am currently trying to wrap my head around being able to transform (rotate) instance objects for sop copy and instance rendering. Basic stuff, I know, but I'm stuck and my math suck. I have a hard time grasping dot product, cross product, matrices and quaternions -> 3D transforms There are, as far as I can see, a multitude of attributes and options to do this, and I am wondering what would be best suited for my use? Some use up, some use orient. Basically, I would like to have the rotation options of the transform sop (x, y, z rotate) to work on a point instance where the normal direction is the "up" direction (think teapots standing on a displaced ground plane, rotating planar to the ground when editing the y axis). I've been through a lot of examples but I just can't make them work for my scene. Either the objects are flipped or rotation is happening on the wrong axis or objects are not rotating smoothly, or I am not able to figure out how to "flip" to the right axis when using N and up (usually +-90 degrees in x) inside the vop. Most of all, it needs to be stable on deforming geometry. Any example of rotation working in this scenario would be most welcome! Also, if you have a link to a good (basic level) resource regarding this topic, that would be awesome! Thanks.
  22. Hi, I am tring to render the edge of polygon with displacement,but the result looks black,and I don't know what's wrong with that,please give some help,thanks. dis.zip