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Martin B

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    Martin Blunden
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  1. Don't worry, you have to list the attributes in the alembic export window but I was naming the wrong. They also seem to go into the detailed field in houdini instead of the primitive list like above, but reckon I can figure it out now
  2. Bumping this old thread in the hope that someone sees it. I'm having trouble getting Maya to export PP attributes, P, V and ID are there in Houdini but nothing else. (They're not there as primitive attrbs that I can promote yet) So I think I'm missing something on the Maya side, but there's not really any options on the Alembic export. I'm trying to bring across some of the firework's examples that are in the Content Browser for a quick turn around job. Cheers Martin
  3. Thanks for the direction. I made some headway and learnt some cool stuff but ended up using a fur system straight on the branches. Its come out pretty good for what I need so going to go that route.
  4. Hi there, I want to rebuild an old tree model that uses cards with opacity maps and swap them for geo. Conveniently each 'card' is a pyramid with the centre point next to the branch. So the idea is to find the centre point of each card by the fact that is has 4 edges connected to it while the outer points only have 3. Then average the vector between the centre and 4 edge points, which will give me an 'up' vector, which I can then use to rotate some geometry around it. How would you go about this? I'm fairly new to Houdini, so I know the steps I want to take but actually executing them is proving difficult. And assuming there's a few thousand leaves on the tree this has to be relatively economical to run. Should I instance geo onto the leaves (with random scale/offset/noise), or would using curves/fur make more sense? Its a pine tree kind of thing so has spines more than leaves. Below is a simplified version of what I'm trying to achieve. Thanks for any pointers. Cards on branch Replaced with geo.
  5. He's some crops from the other day, Beauty, DIFF and TRANS. No texture maps, just white hairs and the transmission pushed to yellow. Its had a fair bit more work done to it since, texture maps, getting more control over tip/root blending, figuring out the specular and wet mouth stuff, not a million miles off the live action dog, bit more love and some comp work should be good.
  6. For those interested I went with having Transmit Objects turned on and dropping the refraction limit right down, this gave 90% of the transmission effect I was getting with a higher limit but rendered in half the time, and then graded that AOV up in comp, along with a little bit of the fake caustics I managed to get a pretty nice soft looking hair with loads of scatter.
  7. I posted this over on www.sidefx.com but this site seems to get more love. Still pretty new to Houdini but done some searching around on this topic and could use some input. Hi there, I'm trying to shade a fairly long haired dog which has almost white hair with lots of blonde/yellow coming through on the denser area's, especially when backlit. I'm almost getting there with the inbuilt Hair Shader but was wondering how others are doing this? At the minute I can turn on Transmit Objects which produces a nice backlit effect but is incredibly heavy to render. Is this essentially path tracing dual scattering? The other option is to only use Transmit Lights to get some transmission and use the Fake Caustic options under opacity to lift the darker shadows, which renders quickly but doesn't have the depth of going the full Transmission route. Are there any ways to cheat the dual scattered look? I've had a read of the papers but its a bit beyond me… Any help is much appreciated Martin