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Showing most liked content on 10/21/2020 in Posts

  1. 1 point
    Great, fantastic Sir ;-). Thank you.
  2. 1 point
  3. 1 point
    Hi, You have to set P as a whole by using the original P so something like this: vector origp = point ( 0, "P", pt ); vector pnew = set ( origp.x, height, origp.z ); setpointattrib ( 0, "P", pt, pnew );
  4. 1 point
    Here is a concept for turning blueprints into simple 3d meshes. Its basically carving silhouettes into a volume. After getting the aspect ratio for defining the volume´s dimensions ... res_front = hou.imageResolution(img_front) res_side = hou.imageResolution(img_side) res_top = hou.imageResolution(img_top) ratio_side = res_side[1] / float(res_side[0]) ratio_top = res_top[1] / float(res_top[0]) geo.addAttrib(hou.attribType.Global, 'ratio_s', ratio_side, create_local_variable=False) geo.addAttrib(hou.attribType.Global, 'ratio_t', ratio_top, create_local_variable=False) ... a wrangle is carving the silhouettes into the volume from all three sides: vector bbox = relbbox(0, v@P); float mask_front = vector(colormap(image_front, bbox.x, bbox.y)).x; float mask_side = vector(colormap(image_side, bbox.z, bbox.y)).x; float mask_top = vector(colormap(image_top, bbox.x, bbox.z)).x; f@density = min(mask_front, mask_side, mask_top); The rest is a matter of converting to polygons, smoothing and remeshing. blueprint_to_geo.hiplc blueprints.zip
  5. 1 point
    Hey, just did some tests and everything works fine for me 1. you need to initialize a `divergence field` attribute (for example in attribute wrangle @divergence = 10;) 2. you need to turn on a "add divergence filed" parm in the flip object 3. in the flipsolver - divergence. the divergence by attribute parm must be turned on as well
  6. 1 point
    Transparent Samples is the first thing to adjust when you find you are getting the "salt and pepper" look in your volume. The default of 4 is a starting point that may work for dense volumes but less so for transparent volumes. If you have objects with an opacity that is not 0 or 1 with Stochastic Transparency enabled, you will be firing opacity rays first. Houdini does this prior to firing shading rays. It computes the transparency by partitioning the surface shader and evaluating only the part of the shader that computes final opacity or Of. This is what makes this very efficient. You have decoupled the opacity rays from the sample rays. This also means if you are creating your own shaders, keep the Of opacity path clear of any shading models. If you have Stochastic Transparency off, each ray will compute opacity first and then colour. Not as efficient.
  7. 1 point
    Attached are two more ways of looking at it. Perhaps second one could be called inbuilt. That is using the "prim" prefix to override the default point position TX,TY,TZ in point sop. Cheers, primCenter.hipnc
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