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About aschwo

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  • Birthday 08/16/1986
  1. Loco Roco

    Totally unrelated, but in Hawaii, there's this dish called the Loco Moco. It is a bowl of rice with a hamburger patty on top, with a fried egg on top of that. All smothered in gravy. It is delicious.
  2. Houdini Vs. Feisty Fawn

    About changing x11 config files -- I'm pretty sure you won't have to reboot the entire machine, just X11. You can restart your X11 desktop by hitting Ctrl+Alt+Bksp. Again, I'm not sure if you actually do have to reboot ubuntu itself, but it seems like you'd be able to get away with just restarting x11. Otherwise, great article. I've had some problems getting Houdini working with Feisty Fawn and was thinking about just moving back to 6.10, but this gives me hope. Thanks!
  3. Digital Domain Going To The Game?

    Does this stooge think world class visual effects are created with a Wacom Tablet and a pirated copy of Photoshop CS2? I don't know whether or not this is a good idea; if DD can lure some world class designers away from some of the other studios; then this is the greatest move ever. But as it stands, world class directors aren't world class game designers; they're two different skill sets. I think I've filled my quota for the phrase 'world class' for the rest of the year =p
  4. 1 trillion particles?

    Thanks, kodiak. I found I can render about 10-100million with a RunProgram without running out of memory (2gb) , anything more than that is incredibly slow, or fills the memory. You're right about Python, I read that its memory management is a little funky, and treats floats differently, and isn't as efficient as it could be. Here's a quote from an article about Superman Returns:
  5. 1 trillion particles?

    I'm currently working on rendering lots of points. The general workflow I have in mind is this: houdini particles ( or mesh, really) define a volume, kind of like guide hairs PRMan takes this 'proxy' version of the volume, and through a Procedural RunProgram, interpolates the position of the points contained within the proxy and generates Points based on the number of particles and density you want. As a way for mimicking Krakatoa's functionality, is this totally boneheaded? The *feels* like it might be the right path to go down, but I have a suspicion that PRMan will choke on that many (1 billion) particles, no matter how many optimizations are done. Also, there are problems with the Python (or C, or whatever) "RunProgram" choking on a ton of data being fed into it. Is there another way? - alex
  6. Custom Specular Shader

    This looks interesting...any chance we can get it in English?
  7. Arbitary Output Variables

    I have a page showing how I wrote custom vex ops here: http://studentpages.scad.edu/~aschwo20/vops/ It's pretty simple, in the case of a shader op, you build it the same way you'd build a SLIM template, with input params declared with #pragmas. Then, a c-like function declaration. In the case of a surface op, declare it like this: surface vopname( input params ) { // do surface ops here } I haven't done this in a while, but off the top of my head you can use Cd (surf color) and Of (surf opacity) for output params. Write the file as a .vfl, then compile into an .otl from the command line: vcc -m yourOTL.otl yourVOP.vfl -m denotes that it should be compiled as type VOP Then import your otl, and tab in your new custom vop in the vex builder. Here's a pretty useless op: http://studentpages.scad.edu/~aschwo20/vop...oiseVOP.vfl.txt I haven't tried this for general math stuff, but I imagine if you want to output a vector then the function should be declared like this: vector yourvop (input params) { // do stuff } I don't have access to houdini, but I think there's enough there to get you started. - alex
  8. Hi Guys -- I'm looking for some crits, comments, etc, regarding a technique for particle instancing with renderman procedural primitives. I've put together site documenting the whole sordid affair for a class I'm taking here at SCAD. procedural fireworks Let me know what you think. The thing I'm mainly looking for is someone to say, "Why'd you do it that way? Here's an incredibly easy way:" So please, prove me wrong. - alex
  9. I3d Texture Channels Questions

    Well, I'm back with more problems. Sven, your help was great, but didn't really get at my problem, which was getting the Cd parameter from the particles into the i3d. I've made more progress - with the help of my professor - but we're both stuck on it. Anyway, I've attached a HIP file that we've been working on. The metaattrib function seems to not want to work. A print function was attached to read the data being output, and there was absolutely nothing coming out of the mattrib. Anyway, if you've got a minute, please take a look and lend your insight. Thanks, Alex i3d_color_v7.hip
  10. I3d Texture Channels Questions

    Argh, thanks Sven. I thought I had gone through everything in the archives. Apologies. - Alex
  11. I3d Texture Channels Questions

    Hey Guys - first post, longtime lurker. I need some help clearing up exactly how the channels in i3ds work. From what I understand, an i3d texture has two default channels, density and P. If you choose to export any parameters, those parameters are then added as an extra channel. I'm trying to export Cd from some metaball copied particles into the i3d texture. From the help: "Any export variables in the image3d context will cause additional channels to be created in the 3D texture map." The wiki says this: "Create an Image3D VOP, add to it a 'parameter' tile with the "Export Parameter" toggle enabled and connect the tile's "input" (that appears when you enable the toggle) to something. You might also want to enable the "Invisible" toggle as well, so that it won't show up in the parameters pane when you create a SHOP from it." I understand how all that works, but am still running into some problems. I create a Parameter Op in VEX Builder, giving the parameter name "Cd", and toggling the "Export Parameter" on. Then, I created an Input Parameter. As I understand it, because the metaballs that I will be rendering have a Cd attribute, this should work. Is this correct? The VOP that I created, image3d1, has an error: "G:/TEMP/image3d130761.vfl" line 58 ERROR (1008) Undefined symbol "restIsConnected" if (restIsConnected) ^ Then, when trying to render the i3d with that shader, this error is output to the console: "[op:/vex/image3d1] Unknown parameter Cd Undefined symbol [op:/vex/image3d1] Unknown parameter 0 Undefined symbol " Next, the Fog Shader. I'm basing this off of the default 3D Texture Fog shader. Since the channel Cd should be exported, I created a Texture 3D OP, plugging in the "fname" param into image3d and P from the globals into the Position. The channel name, I'm calling Cd, because that's the name of the param being exported from the image3d shader. Is there a different naming convention, something like "channel1"? When I finally try to render this mess, naturally, I get the proper alpha channel, but nothing for the color channels. I've been banging my head against this for a few days now, and am pretty sure I'm taking the right path to getting it to work, but fear that there is some niggling detail that I haven't taken care of. I've attached screenshots of my VOP networks and the params for the Texture 3D op. Anyway, thanks for making it this far through my post. If you'd like, I can clean up a hip file and post that up as well. - Alex