Val Posted May 15, 2006 Share Posted May 15, 2006 who knows how to make i3D smoke dissolve over particles life? ( can I use colorPOP to do that?) if some one can show me simple file... will be best explanation! thanks. ---- Val Quote Link to comment Share on other sites More sharing options...
Val Posted May 16, 2006 Author Share Posted May 16, 2006 wrong alarm. (I found work around) --- Val Quote Link to comment Share on other sites More sharing options...
MIguel P Posted May 16, 2006 Share Posted May 16, 2006 I also wont know this!!! Quote Link to comment Share on other sites More sharing options...
Visual Cortex Lab Posted May 16, 2006 Share Posted May 16, 2006 yeah would also like to know this Quote Link to comment Share on other sites More sharing options...
Val Posted May 16, 2006 Author Share Posted May 16, 2006 hey. I still 'researching' -best way.. Idea is to render 2 passes, one with i3D and one with metabols-RGBA.. then in digital fusion use 'channel boolean' or in nuke - 'shuffleCopy' to get ALPHA from metabol-RGBA ... (or transfer any channel.. to colorise smoke) this way you can color or dissolve smoke based on particles AGE or LIFE I attaching simple test, I was playing yesterday to see if works.. for me looks promising and I will keep working to get nice details on i3D-smoke. --- Val Quote Link to comment Share on other sites More sharing options...
Val Posted May 16, 2006 Author Share Posted May 16, 2006 this is example for coloring based on particle age. (maybe it is not the best way.. but I do not know another way) I will keep testing-playing... --- Val Quote Link to comment Share on other sites More sharing options...
HyFrmn Posted May 17, 2006 Share Posted May 17, 2006 I would imagine you could edit the default vex metacloud shader, to write an additional color channel, that could then be read back in to color the i3d's on final render. I havn't tried this but I believe something like this is possible. ~MP Quote Link to comment Share on other sites More sharing options...
Val Posted May 17, 2006 Author Share Posted May 17, 2006 I would imagine you could edit the default vex metacloud shader, to write an additional color channel, that could then be read back in to color the i3d's on final render. I havn't tried this but I believe something like this is possible. ~MP 27682[/snapback] Hi HyFrmn. thank you for reply! I am new to houdini.. and discovering how to do staff.. I do not knew I can edit that shader. I was thinking it is possible just transfer Cd to i3D, I did search, and and find this: http://odforce.net/forum/index.php?showtopic=3998&hl= no one reply, and I start thinking it is not possible, and I start thinking another way to do this I will try to do... Thank you very match for pointing correct direction! --- Val I find tutorial!!! http://www.odforce.net/tips/shader_wiritng_i3d_2.php Quote Link to comment Share on other sites More sharing options...
sibarrick Posted May 17, 2006 Share Posted May 17, 2006 This is definetely possible, and not "too" difficult. People keep asking about it. I have an old file I keep digging out, so I'll try and clean it up at some point and post it. Quote Link to comment Share on other sites More sharing options...
MIguel P Posted May 17, 2006 Share Posted May 17, 2006 And... How to transfer de Cd attribute from Color POP to the metaballs? In houdini help there is a tutorial that says how to transfer this, but the resulting colored spheres haven't go specular. Quote Link to comment Share on other sites More sharing options...
Val Posted May 17, 2006 Author Share Posted May 17, 2006 [quote name='MIguel P Quote Link to comment Share on other sites More sharing options...
MIguel P Posted May 17, 2006 Share Posted May 17, 2006 hey MIguel P Quote Link to comment Share on other sites More sharing options...
Val Posted May 17, 2006 Author Share Posted May 17, 2006 [quote name='MIguel P Quote Link to comment Share on other sites More sharing options...
Val Posted May 18, 2006 Author Share Posted May 18, 2006 This is definetely possible, and not "too" difficult. People keep asking about it. I have an old file I keep digging out, so I'll try and clean it up at some point and post it. 27688[/snapback] Hey. yes.. I did tutorial from odforce, and I am very excited and happy with 'control' over shader. When I get good at doing this.. I am thinking about not telling others.. :D:D like other users do (JK) --- Val Quote Link to comment Share on other sites More sharing options...
MIguel P Posted May 18, 2006 Share Posted May 18, 2006 try with attributeSOP and convert Cd to diffuse..or add shader (superMaterial or layeredSurface), and render. 27725[/snapback] Thanks!! Quote Link to comment Share on other sites More sharing options...
SvenP Posted May 19, 2006 Share Posted May 19, 2006 Hey.yes.. I did tutorial from odforce, and I am very excited and happy with 'control' over shader. When I get good at doing this.. I am thinking about not telling others.. :D:D like other users do (JK) --- Val 27728[/snapback] Its not that nobody wants to tell you . Just getting color information into and from an i3d file is simple (ive attached a file to show you how simple it is ). The hard part starts with getting your clouds to render with realistic scattering and shadows and thats not something someone can explain you with 10 lines of text and a simple hipfile and i think nearly nobody would do something like that with vops . Sven i3dExample.hip Quote Link to comment Share on other sites More sharing options...
Val Posted May 19, 2006 Author Share Posted May 19, 2006 thank you Sven I start learning houdini few month ago... I do not even know if it is possible or not, just trying to find info-help-tutorials.... ( hmm.. I think, I do not put you in my black list.. I will make final decision after checking your file thanks again! --- Val Quote Link to comment Share on other sites More sharing options...
MIguel P Posted May 19, 2006 Share Posted May 19, 2006 Thanks Seven! But in this example the color isn't of a color POP. Quote Link to comment Share on other sites More sharing options...
Val Posted May 20, 2006 Author Share Posted May 20, 2006 hey MIguel P Quote Link to comment Share on other sites More sharing options...
lisux Posted May 22, 2006 Share Posted May 22, 2006 The color info from a Color POP is in the Cd attribute. When you import your particle animation to SOPs using MergePOP you get this, and the rest, of attributes. You only need to knoe how to read this attribute in a i3D Shader, you can use the mattrib function to retrieve info from the metaballs to you i3d texture. Be careful about the corrd space you use, it depends of the effects you want to use. Useful links in the houdini help: hdox://houdini/content/vex/contexts/image3d.html hdox://houdini/content/vex/vex_cat_i3d.html Good luck Quote Link to comment Share on other sites More sharing options...
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