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bdunaway

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About bdunaway

  • Birthday 08/05/1979

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    http://www.lucidsfx.com

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    Brandon
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    New Orleans

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  1. I wrote out one to file from a single frame only - the one of the full model - because I thought that might fix the artifacts, as I'm pretty sure they are caused by the SSS calculated from the incomplete model. It didn't change anything in the render though, I get the same result as when it was calculated point clouds every frame be default. Here is a video of it if that helps:
  2. So I've got a heart model with the faces 'growing' over time. It has a subsurface scattering shader using the new Surface Model node. It works great, but when the model is still in the growing phase, there are dark spots which I assume are due to the rear holes in the model affecting the subsurface calculations. I wrote out a point cloud file from the full model, but that didn't help. Where can I go from this point? Baking lighting / textures or something? Is that even possible with SSS?
  3. I used the same concept to affect the fur length instead of density. For some reason this is causing mantra to crash. Any idea why?
  4. Point expression, eh? Thanks! Was going about it wrong I guess.
  5. Hi folks. Ok, I've got a fur setup, and I see that you can paint density which sets up a paint node with an override to the furdensity attribute. The geometry I'm using for the skin has an animated color - it's full black with white growing outwards from the middle. I'm trying to find a way to transfer this animated color from the skin geometry in a way that it will override the furdensity, so that the fur grows outward. Can't seem to figure out what node to use or how to go about this. Any suggestions? grassgrow.hip
  6. Nevermind, I was accidentally deleting the points with the Delete node, nothing more to see here.
  7. I've got geometry with a growing point selection, the points are then converted to color, and I delete the geometry based on where there is color. I can't get fur to work on it. When I go back before the delete node, it works fine. Why would this be? grassgrow.hip
  8. Hey folks, this may be a bit of an odd question for Odforce but hey a change of topic can be nice now and then I suppose. Got a new 64 bit machine with an integrated intel card, so I'll need to be upgrading it for Houdini. I used to know the playing field pretty well with video cards and how to get the best bang for my buck, though it was moreso for gaming and I'm pretty out of the loop on the new stuff. I'm curious both to what matters most in a video card when it comes specifically to working in 3D and rendering, and what is purely overkill for gaming (if that's even the case these days). Any specific recommendations to be used specifically with Houdini would also be greatly appreciated! Thanks for your time.
  9. Thanks, I will check out those threads.
  10. I've been looking at some modern surrealism paintings such as artist Peter Gric, and was trying to re-create some block formations similar to those in his work in Houdini. Originally I did some experimenting with copy sops using both box geometry with the base points as well as trying to get a more random effect with scatter, but I had a hard time primarily due to the blocks overlapping too much. So next I tried using particles, by attracting them to a curve and putting in an interact so that they avoid each other. So far this has given the best effect (see image below), but I still can't get them quite as clumped as I want without a lot of overlapping geometry. Any hints or tips on a better method to try?
  11. UPDATE: Nevermind, apparently at some point the skin and guide inputs got changed on the Fur node just to confuse me? Switching them fixed it. Also, why is it you try everything you can think of to solve a problem, and then the minute after you post you figure out something simple so you can look like an idiot.
  12. I'm using Houdini 9.1.244 and following along with the DT Dynamics tutorials, specifically the wire deformers with fur. I created the basic grass setup and got the dynamics working just fine, but when I plug-in the Fur node it breaks and the error listed is "The two sources have unmatched geometry." What am I doing wrong here?
  13. I seem to remember a while back seeing a simple expression to put in a group SOP to select all polygons that had more vertices than a tri or quad for the purpose of subdividing the n-gons. I thought it was something like "$N > 3" or something, but I can't seem to get it to work. Any ideas? I know this is something simple but I can't find my old file.
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