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Krion

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Everything posted by Krion

  1. Hi, I was wondering how I can render 16 bit EXR images (with CryptoMatte) from Houdini. And how I can check on my Mac how much bit current renders are. The info panel of Finder says about my recent render "Generic HDR Profile", so I guess it is 32 bit? Thank you!
  2. Thanks @malexander, Your comment made me research what that means. Just for a brief mention: A feature in Affinity called a OpenColorIO adjustment layer saved me with this. For some reason this color profile (lin_p3dcl) converted the image back to how it was in Houdini.
  3. Hi, When I make a Composite Render ROP and I export my composition as png or jpg, it looks so much as in the Composite View. The exr file itself that I've loaded in the Composite View also has different colors (but the same as the jpg/png export) when viewed in the Finder. Playing with the settings Viewers settings and Composite preferences didn't help me so far. What can I do? Really hope someone can help me. Thanks in advance
  4. Just for a brief mention: I still don't understand this well, but a feature in Affinity called a OpenColorIO adjustment layer saved me with this. For some reason this color profile (lin_p3dcl) converted the image back to how it was in Houdini.
  5. Hi! I have a problem with my animated sharpy noise. It loses it's sharpness. Anyone got any idea how this can be? As far as I know I don't have motion blur activated.. Here is the hip if you want to take a look: noisewWthTime.hipnc (the same noise is applied as an embedded digital asset in both the sop) Thanks for the help.
  6. If there is no answer why $T won't work in an asset in /mat while it does work on a material(builder), I would at least wonder why the appliance of materials inside a builder doesn't give the same result as they do if they are located at /mat. See here. Displacement and Colormix don't work when they are inside a materialbuilder: Is that was possible that would also provide a solution for me. Anyone?
  7. Coming back to this, @anim : This doesn't seem to work when I am directly working at mat-level and choose "Subnet Connector" as scope on my 'time' parameter, inside the noise asset and fill in $T on the asset instance. The noise is sharp then in the Render, but it doesn't move. This is a problem for me right now, because when I collapse it all into a material builder I can't seem to properly apply the other shaders in that material builder (that are not connected to the output_collect) and which also use other VOPs in that material builder. Short: I would like to have it all in one place, so I hope there is a trick to make this work on asset level in /mat.
  8. Was thinking for a moment this had to do with it being a 32 bit image. But when I import it in Affinity Photo, with seemingly has the capacity to deal with this image, it also comes out the same as in Photoshop, and not like in the Houdini compositor. And also: the color channels seem to be 16bit. (altho the whole image itself contains 32 bit, I think: I don't know if this matters)
  9. Allright. The middle mouse click will do for now. I see that my image is in most planes 16bit, but in the CryptoMatte planes 32bit. But I guess that makes the image a 32 bit image, right? (I guess tilex and tiley stand for the amount of bits?) Anyways: the reason I am asking this is because I wanted to check if the amount of bits may be the reason I have these weird color transmutations with different apps if I use an exr. I describe this problem partly here. If anyone wants to help with that, that would be greatly appreciated.
  10. Where does the image have to be located? When I paste the Pathname there it doesn't do anything. And when I put the exr in the same folder as the hip and just use the name it doesn't do anything also. When in Home folder I get "Can't open iinfo"
  11. Hi, I went and researched/bought the Affinity Suite today, because I decided I was absolutely done with Adobe and the way they (seem to) ignore their user base. And I saw that Affinity Photo supports EXR editing. So that was good. But they don't support CryptoMatte yet. So I was wondering if you guys knew of a way you could convert those CryptoMatte layers to normal EXR channels? Thanks in advance!
  12. Hi, I would like to import a whole folder of images and use them for randomness effects / iterate over them / etc. But it is no images and they are all named differently. Is this possible? Thanks in advance.
  13. Thank you. It works. Also had to connect the python node under the trace. Great! I quickly need to learn Python too. How good do you think you need to be in VEX before you tackle Python?
  14. Hi Magnus, How would that work? What do I fill in here? I have already chosen a directory.
  15. I want something like this: To import a whole folder of images and be able to have a parameter that goes through them (like you can with the "Select Input" parameter on a switch). And then I wanted to use a Trace SOP on it, but now I see that the Trace SOP has no input, but only a file-path parameter itself.. Hope it is possible in VEX because that I know a bit. Can you also 'rebuild a string' in VEX when they have the same prefix, but not numbered sequentially? Like: Person.Bob.jpg Person.Jane.jpg Thanks again.
  16. I have a lot of confusion regarding this. When I load the exr into Photoshop, it shows up just as crabby as the right. But yeah, Ps is probably not for exr, so I loaded the exr into After Effects, in which it became kinda the same as in Houdini, but a little less colorful: Then I thought: Maybe it is a exr vs jpg conversion issue, so I exported a jpg from houdini by just replacing .exr with .jpg and loaded that into After Effects, but it was no issue regarding this. The jpg in After Effects came with the same 'colorful' style, altho a bit darker. (while this same jpg looks dull again in Photoshop) So then I thought: Maybe this is a Video/Animation Editor vs Picture Edit thing.. but then I remembered that this image also became like this image also became so colourful again in Preview when viewed in a pdf (after saving the jpg in a pdf presentation made in illustrator, which is what the purpose is of this render, btw). But yeah that is also different whether I view it with Preview or with Adobe Acrobat (where the color becomes dull again).. And whether or not I do color conversion in Illustrator> Save as > PDF > Output > Color Conversion. Anyways this color stuff has always been a confusion which kinda annoyed me. But now with this presentation it matters a little more, because that blue has to match the style of blue of vector objects in Illustrator. And I could fill this whole post with more comparisons between progams and situations and how the color is different, but I guess I just have to take this step by step. So... step one is: How can I get a render from Houdini with which I can composite & color correct (in Houdini) with CryptoMatte, and then have that image stabely exported and placed into a pdf, without color distortion?
  17. Hi! I get this distorted thing on top of my sphere mapping, and I do just the same as in the in the example on this link, with the same texture: https://wordpress.discretization.de/houdini/home/advanced-2/textures/ But mine looks like this: Why is this and how would one do this? Also: How would one best uv-map a sphere when using, say, a pattern VOP in a material instead of such a texture map? Thanks in advance! phereMapping.hipnc (here is the texture)
  18. What do you mean with a latlong map? When I google I find out about longitude and latitude, which is like x and y(?). Do you mean it is a map which consists of just one plane? Thanks again.
  19. Hi! Great thanks, anim. You're right.
  20. Hi, I am working on the movement of some separate points in a VOP network with a noise, and I want to visualise that noise (just so I can tweak the parameters better, to get the movement I want). Now putting it into the Cd of those points isn't good enough. I would like to see the noise on a grid or something. How would one do this? I tried putting a grid in the second input and put it on that with a 'get attribute' vop (but I don't know if that is even possible, didn't really work). After that I thought I should just make the noise on a separate grid and refer to that noise on the points, but of course with something like attribute transfer I can't get the full noise, I just get attribute of specific points. Is there a way to use the noise created in a different network in another? Or is there a way to quickly visualise the noise inside a network on a different object or in world space or something? Hope there is. Cheers.
  21. Hi, I am pretty new to shaders/VOPs, but I want to scale this texture so I can get rid of the sqaurey repetition. But when I scale it with the UV transform VOP, the (same) box pattern insists: How can this be? Is there something different causing the box pattern? Here is a hip, if you want to take a look: texturescale.hipnc (sorry texture is too big to upload) Thanks in advance.
  22. Super crazy shit guys.. too awesome. Glad to be on the path of learning Houdini.
  23. Hi, I am wondering how you would do something like this. How would you get a line with one length parameter, that has a constraint after which it can go no further, and then it continues below, like a little 'paragraph', so you could create variations of that line on different 'cards'. Would really like to know how you could do something like that. Thanks
  24. Image Planes with Toon Shader?

    Like, why doesn't the shadow matte appear here? shadowMatte2.hip
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