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tmp500

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About tmp500

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    phil
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    berlin
  1. thats my take on this problem. its a pretty involved setup tough... you need to write out a very dense point cloud of the glass object, feed that into the shader and write out a point cloud for the contact points. there is a help card in the otl with the exact steps. i am by far no houdini expert and im sure someone more experienced could fines this... PC_Glass000.otl
  2. http://forums.odforce.net/topic/18282-transform-channels-inside-shop-networks/#entry110767 would be great if someone could make a professional asset for this kind of problem. it just solves the weightmap blending issue, which i didnt do is a joystick ctrl creator for the viewport which would be driving this asset. anyways... this worked fine for now, since the face model and dummy ctrl objects came from maya.
  3. transform channels inside shop networks

    thanks for the reply, i basically solved it... i meant by transform channels actual geometry that was driving blendshape values... a joystick controller for blendshapes as an example: moving the controller (which is usually visible in the viewport) up, drives the left and right brow to go up, right upper corner the right brow, moving it down brow down etc... the asset gets plugged into the displacement, and needs the base displacement(the normal displacement map without an expression) added ontop of the joystickmap result. works so far, but it got a bit messy to work with all the different joysticks i had, slider restricted to Y, X only minus or plus X, Y. im sure there is a more elegant way in solving that asset, but worked fine for me. example.zip JoystickMap000.otl
  4. hello, i am trying to blend displacement maps for different facial expressions. thats the setup i used in maya http://www.3demo.info/wordpress/wp-content/gallery/notes/dynamic/correctivemaps-nggid0230-ngg0dyn-400x400x100-00f0w010c010r110f110r010t010.png now i am trying to convert that setup to houdini. ive got the head as an alembic file and the exported sliders(animated geo boxes from -1 to 1) which controlled the blend shapes(morphs) in maya. so what i would need to know is how to get the transform channel into shop land... any help would be very appretiated, thanks, phil
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