-
Posts
231 -
Joined
-
Last visited
-
Days Won
5
cudarsjanis's Achievements
Newbie (1/14)
64
Reputation
-
resampling primitives by attribute with chops
cudarsjanis replied to sekow's topic in General Houdini Questions
Thank you very much for this! -
Thanks a lot for this! This was exactly what I was looking for
-
niqaa started following cudarsjanis
-
Update mode from “Always” to “Never.”
cudarsjanis replied to cudarsjanis's topic in General Houdini Questions
Bump! -
Update mode from “Always” to “Never.”
cudarsjanis replied to cudarsjanis's topic in General Houdini Questions
Thanks, that's helpful, but I don't want to customize anything too much at work. I was just curios which keys are being used mostly amongst TDs. Cheers Janis -
Hey hey, was just wondering which custom keys are you using for these guys? (Update mode from “Always” to “Never.”) I assigned Q and E, but E is scale so not the best one to use for it. Cheers Janis
-
Can't believe no one has fixed that even in latest 18.5 build. Thanks for the tip
-
That looks good. any chance this goes on gumroad at some point?
-
Same here. trying to prepare my self for this one! Looks so good!!!!
-
render time displacement by UV values
cudarsjanis replied to cudarsjanis's topic in General Houdini Questions
I ended up just using Cd from geometry. so it`s ok for now. just need to subdivide geo a lot. I`ll get back to this one when I have time. as it is working for now. Thanks- 3 replies
-
- uv
- drisplacement
-
(and 1 more)
Tagged with:
-
render time displacement by UV values
cudarsjanis replied to cudarsjanis's topic in General Houdini Questions
bump This is a very good tutorial about how to do it, but Cannot wrap my head around of how to do it based on UVs ..- 3 replies
-
- uv
- drisplacement
-
(and 1 more)
Tagged with:
-
Hey guys. Any idea how I could get render time displacement, based on values of points that I scattered on the surface? This is a simple scene of what I`m trying to achieve. Basically I have sourceprimnum and uv values on points and I just need to transfer those values to UV maps I think so I could use them in redshift to drive displacement. I tried using geomerty to bake displacement maps in COPs and it works, but original geometry is would have to be subdivided too many times and would get way too heavy for what I`m after. Any ideas how I can do that in render time? I`m gonna use Redshift, but that doesn`t really matter. Cheers Janis displacement2.hip
- 3 replies
-
- uv
- drisplacement
-
(and 1 more)
Tagged with:
-
Texture from attribute for use in COPS without baking
cudarsjanis replied to eyfox's topic in Compositing
Thank you for this! Exactly what I was looking for. Cheers Janis -
cudarsjanis started following biological modelling methods
-
Thanks for all the help guys. Lots of files and setups to learn from. I ended up just getting rot axis Vector(using N and up vector) and getting orient attribute with quaternion function. As this seems like the easiest way to rotate. I bring each card to the center so I use transform just to scale them up uniformly. Cheers Janis
-
Dude you`re a legend! Thanks a lot for this. It`s gonna take some time for me to go through all the wrangles and understand how exactly it`s working But it works good. apart from cards flipping. I`ll upload part of my setup so it`s more clear what I`m doing. I kinda made it work with building a polyframe and rotating, This tutorial helped me a lot with trying to understand matrices and so on: but it rotation work only on one axis and when I try scaling it acts bit funky (RotX and scaleY works nice). That is why I thought bringing it to center. do all the rotations and transforms there and then transform it back to world space(for each card) would be a better solution. Cheers Janis cov_eigenC.hipnc