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pelos

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pelos last won the day on August 17 2023

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  1. After several years of hard work, learning from different projects and from other amazing people, I am super happy to see Fabio features incorporated into the core of the software =) almost 10 years and several Houdini versions i am still amaze how much has been ported to Houdini, as any artist there are some implementations that i would consider a different route but that's why i love the software always bouncing ideas, creating and sharing nodes and scenes, As i started my career as an Intern as SESI it fills me why joy to see what other are been able to create with these tools =) website Fabio Hair System for Houdini repository (download) https://github.com/pelos/fabio The python code is in the shelf tool so any one can augment and add value depending on their need of their projects Updated the shader and created a new Fabio MaterialX that works with XPU keeping the UI very similar Enhanced the dop networks to utilize latest vellum, wire dynamics, Ported the functionality that Fabio (OBJ) has in a procedural way for Mantra into sop::fabio_attributes now they can modify geometry/curves and render in Karma/XPU make it incredibly FAST as it's not just an otl(digital asset) you can modify the network as needed and insert File cache nodes (i do believe is only needed if you want to cache a simulation, as i mention before is Fast, so no need to have large .bgeo sequences) Thanks to everyone in the community, and special thanks to all who answer my silly questions
  2. super thanks, i am still trying to understand how to cast the vars and all =)
  3. i am trying to move a point to a location in a nurb surface i am using primuv. trying to get the P position .5 in u and .5 in v shouldn't this point wrangler do the trick? vector uv_pos = {.5, .5, 0}; @P = primuv("../Out_Nurb", "P", 0, uv_pos ); prim_uv_not_moving.hip
  4. karma doesnt have vm_geometryfilterwidth, thats for Mantra, hope they can integrate that into next update. in the mean time we are stuck with increasing primary samples
  5. sould, right? where 0 is no occlusion and 1 is occlusion?
  6. i am playing with the new hair shader but doesn't have opacity. is it posible to add another node with opacity and some how blend/mix them? shader_opacity_test.hip
  7. magical!!!! not sure why i was not getting that, maybe i was using the 2d noise and should needed to be 3d? Fencer you rock!
  8. that i know how to do, but it adds extra attributes to the geometry. and there will be a lot of geo to save to disk, and should be done at the shader we don't want to add another column of attribs since can be done with normal shaders should be able to do it with materialX
  9. maybe this will provide an idea. the front row is what i want to get, but with materialX i get the back row materialX.hip
  10. thanks, my questions was more about if there a random node in materialX or if anyone had needed to create one before. (Thanks for the advice on how to bring geo attributes to the shader =) if we attach that attribute into geometry adding an additional attribute is adding more disc space when is not needed, will be a lot of geometry. yes i could add a random value to each prim. but is smarter to just do it on the shader instead.
  11. i thought when doing materialX you can only use mx materials or complains, for example the node "uv cords" and "mtlx Tex Cords" or "constant" and "mtlxConstant"
  12. i want to feed some points to a random, so i get a random value between 0-1 and feed that to a gradient, that way with the gradient i can tell what percentage of certain color i want. but i dont find anything like that. and if i use the normal random. the render complains =(
  13. shade open curves in the viewport did the trick! thanks and adding the ogl parameters =) thanks.
  14. thanks, but that's actually rendering, is not OpenGL. =(
  15. following the documentation OpenGL Shaders (sidefx.com) say i can grab one parameter from spare parameter and add a "build-in" tag or i can drag and drop form the "render properties" tab. i want to viz curves using the hair opengl is what i am trying to get but, i have try it and doesnt look like that at all in the view port? is there a secret to make the object in the viewport look like the shader? how_to_opengl.hip
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