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Found 4 results

  1. Hi all! When I create or download assets for outside set dressing (rocks and stuff) I often wished that Houdini had a decent tri-planar mapping shader. I'm used to it from game engines and it is so convenient not having to create UVs for this type of geo! I like to use volumetric modeling in Houdini for such assets and it can be quite a PITA to create UVs for geometry like that (good UVs that is, that also work in closeups with no seams and no stretching!). With tri-planar mapping you don't need no UVs – just slap the textures on and you're good. Of course it has its limits, but still. So as the built-in tri-planar node in Houdini is quite a pain to use and most of all does not work for normal maps, I decided to create my own. With this Mantra shader I can tri-planar map all needed textures (diffuse, normals, roughness, displacement) at once. And I added a decal mapper as a bonus, to be able to add some details here and there. If anyone's interested, it's free: Description, Download & Video page: https://deepwell.at/pages/triplanar/ [deepwell.at] Direct link to video: https://vimeo.com/637772787 [vimeo.com]
  2. Hello hello, Trivial issue I am sure. I have added a bump map to my geo (fluid sim). I am using the triplanar node and I set it up to Reference. The bump map stays static and doesn't move with the geometry. I am not sure where is the problem. Is it a rest attribute thing? I do have a rest attribute, but perhaps I didnt set it up correctly. I tried Object instead of Reference, but it is exactly the same thing Any clues? Cheers I
  3. Hey guys and gals. Im playing with something in Arnold for Houdini. I created a cube and shattered it in quick falling down sim. Created rest position before assemble and simulation. After sim I do unpack (all attributes preserved) attach shader (just standard with checkerboard) to see how triplanar shader works with animated geometry. It works as expected for the first part. Renders trough all the pieces all nice. But obviously when pieces start moving (falling) they slide trough triplanar projection. Now, there is this coord space option that says Pref and according to the docs is a vertex in reference pose, great I was thinking that is it. But still pieces slide trough triplanar texture. I tried copying and renaming rest attribute (created after voronoi on first frame) from points to primitives and even renaming to pref...but it’s not working. Was anyone able to create sticky triplanar texture in htoa? Thanks a bunch!
  4. 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?
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