Jump to content

shinsso

Members
  • Content count

    26
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

2 Neutral

About shinsso

  • Rank
    Peon

Personal Information

  • Name
    SoYoun
  • Location
    Seoul, Korea

Recent Profile Visitors

1,371 profile views
  1. It's my first time to work water. So I have some questions when rendering and compositing. I use guided ocean layer to integrate ocean surface and flip simulation. I think the best way is that I seperate render ocean surface and guided layer fluid extended surface, then composite both with touching the boundary. pleas give me some tips for blending two surface.
  2. I used assemble SOP so that I need the number of pig primitive which have name attribute. Then I enable Fracture By Name of RBD Fractured Object SOP in DOPnet. test02.hipnc
  3. exporting emission texture to vex variable

    Thank you David and Atomic. I use attribute from map SOP then I export it by bind_export, naming 'export_emitcolor' inside shader. So, I could use 'Emission Color(emit_clr)' of mantra's extra channel option. Otherwise, It was exported as 'other' channel.
  4. Hi guys. I made ash geometry and texture. I have two textures of using color and glow mask. Then I use them on Principle shader. Base texture color and alpha is alright. but I need another mask for glow. I tried to use Emission by Texture. This is what I want for glow mask. How can I export this texture to vex variable?
  5. right click on a node which has uv I want, then Save - Texture UV to Image. It was that I needed!
  6. hi guys I'm doing burning effect so I need a sequence alpha map. I made a procedurally burning area and alpha. So I could get alpha area on uv. Then, I wanna render the sequence uv map like I see on the uv viewport because wanna edit this uv texture in nuke. How can I render this uv map? plus, it's UDIM.
  7. how can I render with IFD?

    Here's my hip file. thanks! dust_ifd_test.hip
  8. I need to reduce render time for volume so, I tried to use make ifd format. then, how can I render this IFD? the only thing I can is just to click render to MPlay. I wanna render to disk.
  9. render EXR colorspace

    Thanks haggy. it's easier to work than change colorspace in nuke. I was a little bit confused. thanks.
  10. maya hair matte problem

    Hi guys I need hair matte for the rendering, but the hair work was done in maya X-gen. Can I import the hair into houdini?
  11. render EXR colorspace

    thank you. but I think it was not linear of the default color space when I imported render image into nuke. it was gamma 1.8 at default. so, it was same look on mantra render view and nuke. anyway, thanks for your explanation.
  12. render EXR colorspace

    Hi, I used to check some colors of my works with mantra render view, then rendered. But when I imported the render images into nuke, the color information was different on view. So, I have to change colorspace to sRGB before compositing because it's similar to houdini render view. Why does the image render on linear colorspace?
  13. a question for making custom normal on Point

    Thank you, f1480187!!!! using dot product then find max value, it would be so useful for me to do procedural animation. Thanks again
  14. a question for making custom normal on Point

    Yes. you're right f1480187. When I applied it to my real geometry, it was not correct. So, I just tried to use Sort node. I sorted points using 'Along Vector' {0, -1, 0}, then I made normal with vop ; I used subtract between position of ptnum and ptnum-1. It's not exactly correct, but it is pretty close to what I want, cuz I just needed velocity for popnet. Thank you for your advised f1480187!!
×