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preview the vex shader in viewport
Elena_ DeCosta replied to Elena_ DeCosta's topic in Lighting & Rendering + Solaris!
Could any one say , how they did it, i could not got it, they promote the parameter with label "Base". but they didn't link with OGL diffuse to see the checker pattern in viewport. checker_viewport.hip -
preview the vex shader in viewport
Elena_ DeCosta replied to Elena_ DeCosta's topic in Lighting & Rendering + Solaris!
Is it possible to see in viewport the shader of checkered pattern. I tried to link the diffuse color of surface model with OGL diffuse parameter but it not showing anything in view port. Is there is other way or I need to compile or create a digital assets. -
hello guys , could anyone say how to preview the shader in viewport which is created in material shader builder (vop). i know,if i have texture input, i can create a OGL texture parameter outside and can link it with base colour map by promoting. But if I have created a shader with inline node by VEX code and i connected it with diffuse colour in surfacemodel node. In render it showing the proper thing, HOW COULD I SEE IT IN VIEWPORT. i tried to link the diffuse parameter with ogl Diffuse parameter but no use !!!!!!
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Shading geometry with primitive group
Elena_ DeCosta replied to Elena_ DeCosta's topic in Lighting & Rendering + Solaris!
finally solve...just have to understand how SHOP context work... Actually need to replace the global variable like Cd to Cf in VEX... thanks Sebastian. -
finally solve...just need to understand how SHOP context work... Actually need to replace the global variable like Cd to Cf in vex... thanks
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hi friend....i should post this in rendering forum, I tried but didn't found any proper response, so thought to ask some of my friends here. Greeting....I have a little issue, as a FX artist,i am bit weak in shading. I created a mountain in sop context and divided in primitive groups based on normals angle in point wranglers node to give the sloppy look. every thing is fine expect it has a primitive group , so the edges are coming very sharp in render.It look awful. I really need help if any one can give me other way of rendering slopes with different shaders on single object. one of my friend ,in this forum , suggest to calculate normal angle in SHOP context instead SOP context, but how i could i map a particular position in SHOP vop.... suggestions are always well come .
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Shading geometry with primitive group
Elena_ DeCosta replied to Elena_ DeCosta's topic in Lighting & Rendering + Solaris!
thanks sekow....Could you elaborate in little detail, i am little weak in shading deparment , if not a problem could you upload a sample or simple hip file, please. -
hi friend Greeeting....I have a little issue i work as a FX artist but some time i have to stuck in shading also. I created a mountain in sop context and divided in primitive groups based on normals angle to give the slopy look. every thing is fine expect it has a primitive group , so the edges are coming very sharp in render.It look aweful. i think my process is amature type. I really need help if any one can give me other way of rendering slopes with different shaders on single object.
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hello friend i know i should ask this in maya forum but still you know i am unaware of maya forum.....Is anyone have any idea about maya . I am little new in maya, probably this solution can be easily possible in houdini. i have an scaling keyframe animation in sphere and it is instance with particles. Now i need to trigger sphere animation on particle event, mean every time when particle collide with plain the event will occur sphere animation I tried with event editor but every time animation is playing same in every instances , is there is any way to trigger sphere animation from the begining with every event count . I WILL GREAT FULL , IF ANYONE COULD HELP
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you can write you issues more clearly.......
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hello friend I should ask this in maya forum but i am little unaware of maya background, anyway i am little new in maya, probably this solution can be easily possible in houdini. i have an scaling keyframe animation in sphere and it is instance with particles. Now i need to trigger sphere animation on particle event, mean every time when particle collide with plain the event will occur sphere animation I tried with event editor but every time animation is playing same in every instances , is there is any way to start sphere animation with every event from the begining. I WILL GREAT FULL , IF ANYONE COULD HELP
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Strange display of handles in Houdini 14
Elena_ DeCosta replied to cristobalvila's topic in General Houdini Questions
Try to delete the preference . It seems a OpenGL issue. -
Maya render is pixelated
Elena_ DeCosta replied to Elena_ DeCosta's topic in General Houdini Questions
Thanks pezetko ,yeah its banding. Yes some how your way just did the job but curious to know is this the way to comp (prcedural process) in houdini. OR its trick to solve the issue. Actually i have many import COPs (i.e 20 to 30). And again i will put convert and gamma COP with every Import COPs , i am afraid it could be problem of memory. but again thanks. -
Maya render is pixelated
Elena_ DeCosta replied to Elena_ DeCosta's topic in General Houdini Questions
yeah .exr doesn't seems have that problem. In others thread my friend are saying its a bug of prestigious houdini. how it could be a bug its most simple or a basic thing(importing file for compositing). And why side effects don't want us to comp in tiff or tga , its silly. Anyway when i am rendering image into .exr and importing in houdini, i got increased gamma and same time not getting any COPs for color space. so solution is, i should attache with nuke or fusion only.