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 'ray'.



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 5 results

  1. I have a RaySOP that is doing exactly what I want. It is shooting rays per point along a direction defined by point attribute 'rdir' and is returning the hitprims I'd expect. Hitprims are the green numbers in the images below, yellow lines are visualisation of attribute 'rdir' (raySop shown below) I want to be better about doing things with VEX so I tried doing the same thing with the same set of points, with the same 'rdir' attribute and same collision geo. I get wildly different results for my hitprims as shown below. heres the tiny bit of VEX I've got: vector p; vector hitprimuvw; vector dir = @rdir; int hitted; hitted = intersect(1, @P, dir, p, hitprimuvw); @hitprim = hitted; What am I missing?
  2. Hey everyone! I`d appreciate if someone could give me a help on this. I`ve been doing a melting object and as it melts I have a popnetwork creating particles for my bubbles geo wherever the object is changing viscosity based on an attribute I created. To make sure the particles always stick to the surface I created a Ray Sop with the method set to Minimun Distance since Project Rays is not giving me any results. But I`m facing a problem with it since the particles don`t move with the deforming surface. I have attached a playblast to better illustrate my issue. Cheers! Bubbles.mp4
  3. Hello Houdini Masters! I'm having trouble with finding a starting point for creating a beam of energy being shot out of the barrel of a weapon. I haven't worked with particles much, but I don't really understand how all those particles become something so clean as a solid beam of "energy". I have some reference as to what i would want the beam to look like: (lilo & stich - the green ray from Jumba's gun): (WoW: Legion trailer - Sylvanas's arrows she's shooting) If anyone has any links to tutorials, articles explaining the process for this, or has any first hand experience working with partcles/"energy"beams your help would be most appreciated. Thanks in advance
  4. Hello, I'm trying to build something similar to this : http://forums.odforce.net/topic/19041-pbr-rayswitch/ I try to avoid inline code as import ray node is now present (at least in H15, maybe in some older version) My issue come from the ray import node. It always return me an error 'call to undefined function 'simport''. The import surface variable node raise the same error if it can help.. Am i using it wrong? Thanks ! Edit: I may be in the wrong section (maybe rendering is more appropriate). Don't hesitate to move it ! rayImport.hipnc
  5. Hi all,im working on a way to ray foam against a mesh,i cant get to make a smooth transition to the surface,any ideas???. Thanks!!! ocean.hipnc