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berglte

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About berglte

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    Peon
  • Birthday 12/03/1988

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    http://www.teemuberglund.com
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    berglte

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    Teemu
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  1. Animating connected curves

    There's a few posts about this sort of stuff here and on SideFX forums. One of them mentioned there's a example file called Bending Tree that comes with Houdini. Looks like it's the effect you're after. I don't have an example file of my own at hand at the moment. Try reading about Wire Solvers and have a look at Houdinis example file.
  2. Animating connected curves

    So what are you exactly trying to animate, deform the tree with wind or something similar?
  3. Align normal by upwards edge

    Depends on the input mesh I guess, but I've attached a sample scene that might give you an idea on how to tackle this problem. A wrangle SOP which loops through points neighbours and stores the direction to the one thats most "up" as defined by an up vector. Plus one way to handle the corner case of points with no neighbours above. I've used something very similar to this in an effect in the past. find_upwards_neighbour.hiplc
  4. The Trail SOP is the way to go. Here's a scene with two simple examples. The first creates a single trail on the center of the target object and the second creates trails for each point in the target object. trails_from_object.hiplc
  5. This seemed like an interesting VEX challenge and I wanted to give it a go Searched for a solution and found this https://stackoverflow.com/questions/14066933/direct-way-of-computing-clockwise-angle-between-2-vectors Used that in a wrangle node to determine if a corner is convex or concave and added some other stuff and so far it seems to work. For now, the solution works only for closed curves and treats them as 2D shapes on a XZ plane. compute_normals.hiplc
  6. post process volumes

    Here's a simple VOP setup which uses a SDF to mask a volume. volume_mask.hiplc
  7. .hip file versioning (git)

    What are you trying to accomplish by having people work on the same .hip file? Why not use different .hip files and share required assets via Houdini Digital Assets for example?
  8. It's been a while since I used these, but there's a bunch of "Is X Ray" nodes such as http://www.sidefx.com/docs/houdini/nodes/vop/isshadow.html Import Ray Variable Node can also be used http://www.sidefx.com/docs/houdini/nodes/vop/rayimport.html
  9. Haven't played too much with Principled Shader, but it looks like the SSS is linked to the Base Color (Cd) parameter. The scattering happens on all spheres, but on your "color_by_randCol" Attribute Wrangle node you've clamped the Cd attribute on all but one sphere to be really dark so it's not really visible. In your setup you can just use the "Use Point Color" option since the Cd attribute is on the points of your unpacked geometry, not on the packed primitives themselves. Mantra will unpack the packed primitives at rendertime and find the Cd attribute.
  10. You need to normalize your direction vector first before the multiplication. vector dir = {1, 1, 1}; v@P += 1.5 * normalize(dir);
  11. Is this what you want to achieve? Mantra unpacks the packed geometry at rendertime so you should be able to get the original per point Cd attribute with a bind VOP. packed_attribute_02.hip
  12. Bump mapping a mesh from a CAD model

    Thanks for the example file! Looks like I might need to just re-export the geometry this time to get around the problem. The problem disappears eventually when I crank up the settings in the exporter, but also means I get a really dense mesh to work with that's not optimal. A rendertime solution would still be great for future projects though.
  13. Bump mapping a mesh from a CAD model

    I tried adding the vm_displacebound property to the shader with different values but that had no effect. Thanks for the suggestion anyway Marc! bump_example.jpg shows the correct bump behavior rendered in Octane, the artifacts that appear with Mantra and the mesh wireframe which relates to the artifacts. Maybe there's something weird with the mesh that only shows up when I apply the bump mapping? A lot of the polygon primitives are detached and there are overlapping points as a result, but the point normals should be fine. I also attached a screenshot of my shader network, maybe there's something that I've setup in a wrong way?
  14. I'm having a problem applying noise as a bump map to a dense mesh originating from a cad model. I've imported the already triangulated mesh in as .obj and it has normals generated for each point. It renders just fine in pbr with a simple diffuse+specular custom shader except when I apply a turbulent noise via the displace along normals VOP node. I've connected its N output to both diffuse and specular bsdf nodes N input. This results in some smaller, long triangles becoming darker than the surrounding mesh and causing visible artifacts in the render. Any suggestions on how to fix this? All help is very much appreciated.
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