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anicg

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Posts posted by anicg


  1. I'm trying to turn this into a for loop in Vex, for each point attribute:

    Step 1: to take all the points that have >0 and group them, name of the group is the name of the point attribute.

    if(@pointattribute1 > 0) @group_pointattribute1 = 1;

    if(@pointattribute2 > 0) @group_pointattribute2 = 1;

    if(@pointattribute3 > 0) @group_pointattribute3 = 1;

    ...

    Step 2: Promote each of these created point groups to primitive groups

     


  2. I have added a texture map to an area light hoping to get the gobo light effect, but it doesn't seem to work, I can't see the difference. Is this the right texture map field for the Gobo light?

    gobo.JPG


  3. I'm try to orient the pyramid object to follow the normals of the tube, each pyramid should face where the normal (of the primitive on the tube) is facing. Polyframe on the pyramid doesn't help. Now they are all facing the same way. The last image with the red arrows shows where the pyramids should be pointing. (there is a hip file at the end)

    tube.JPG

    object to copy.JPG

    normal;s.JPG

    copy to points.JPG

     

    copy to points1.JPG

    should be.JPG

    orientation in copy to point.hiplc


  4. The simulation is it volumes (smoke), or also lava? in other words, RBD collision just for the crater or collision with scattered rocks and trees?

    If the sim is only for smoke going up, then your scattering should not even care about the eruption, it's as if you have a normal terrain, you scatter your stuff on the heightfield and cache it as geometry to add later.

    Since you have already a texture in Cops, you know you can bring in any mask or erosion result into cops with a sop import, and channel copy.

    About the texture it's unclear what the simulation does, does it blow up the top of the mountain? I don't see a crater on your mountain. Are you scattering rocks that will be thrown as part of the eruption? or do you plan to blow up the top part of the mountain? 

    Maybe if you post the dynamics part, it will be clearer. or if you have a reference you're trying to replicate.

     


  5. This nodes seems too greedy and I cannot get anything out of it: It reaches the max RAM (32GB) very very quickly with very low res mesh, while with the same terrain a Convert Heightfield node gives me dense mesh.

    The maximum I can get out of it is what you see in the screenprint, (33000 polygons) completely useless, if I go higher than 0,03 in base density, it asks for more than 32GB RAM.

    While the detail is there and I get it with Convert Heightfield (16.7 million polygons) with no RAM issues.

    How do I get it to work: less density in the flat areas and more density in the detail areas?

    labs terrain mesh.JPG

    hconvert.JPG


  6. It's not the first time, but when the firewall catches mplay sneaking out to internet, it asks me whether I let it out or not. mplay being mplay, in mind should not need internet, a player. But it then refuses to work.I go to the firewall, let it out. and it works. Any idea if SideFx is doing "something" with mplay? I mean there is a separate choice in the launch screen to send anonymous data or not. Or does it need some update? (it's a daily build, fresh?!).


  7. Substance Plugin in Houdini doesn't work with Painter, works only with designer. Right?

    It accepts only sbsar files (designer files) both the "Lab Substance Material (Beta)" in Sops, and "Labs Substance Archive (Beta)"in Cops.

    Has anyone somehow Substance Plugin with Substance Painter?

     

    I seriously don't get it. they've done quite a lot of work, months of waiting, and they've pluged it with Designer. But designer outputs sbsar files for Painter to use it. So you bring in your designer material and texture in Painter. They've pluged houdini to Designer, but you've painted in Painter?! Am I missing something?

     


  8. This is what I mean, 2 materials mixed using a circle as mask, the whole thing is being repeated, as if I have done nothing (or hopefully I'm doing something wrong)

    applied.JPG

    I'm talking about a grid or heightfield converted to polygon which then gets a uvtexture node added, that will be used as the ground in the foreground.

    I know how to texture terrains using erosion masks, but that's not what I'm talking about. It's just that grid/heightfield to which I apply texturehaven/megascans textures in the foregraound to sell realism.


  9. 1 hour ago, asmartkid said:

    - blending textures/materials: I currently having some successful results blending different materials along the terrain using diverse types of noises as masks, this way removes part of the repetition. The more different materials you add to the mix, the better the results. Also, scatter random objects along the terrain (even if they are little rocks) helps a lot on the realism of the results.

    I'm missing something here: blending textures/materials happens in the uv space, right? seriously, is it right? because the screenshots below show clearly that whatever is mixed happens in that uv space. Now, if I increase the uv to 5 times, whatever is mixed is increased 5 times, so basically it is as if I have done absolutely nothing.

    I have a simple material white, a second in red, mixed using a circle. Yes, I can use any mask I want, fine, but it will be inside that uv space.

    I must be doing something wrong.

    repeated.JPG

    mix.JPG


  10. On 12/14/2019 at 8:22 PM, konstantin magnus said:

    There are various ways to avoid / reduce tiling:

    • using procedural shaders
    • blending various textures
    • texture bombing

    If you can shade a bit of light on these techniques I'll be grateful.

    - using procedural shaders: do you mean like create a shader without any image whatsoever? I was hoping to make use of the realism of images (Texturehaven, megascans...).

    - blending various textures: I've tried blending various textures but the problem is the new blended texture becomes repetitive, it's the 0 to 1 UV space that get repeated. If I use uvtransform and scale it up, by default I'm repeating the 0 to 1 uv space, and my texture is assigned to that 0 to 1 uv space, so whatever I blend (unless I'm doing it wrong) will be repeated. Is there a way to make the blended texture appear on the second repetition and not on the first for example?

    - texture bombing: what is this? is it legal? :)

     


  11. This is a different question than the earlier. Ok, let's assume there is no  way to paint a mask , and I have to live with the noises, to use them in the layer composite. I can do that, but I do not want the composite to be in the edges, I have a blue rectangle and that's where the composite needs to happen, outside the rectangle it should be red (no compromise, it must be red), and inside the rectangle I get the composite driven by noise or whatever as long as I don't have a hard cut on the edges of the rectangle (blurred transition).

    But layer composite should not be anywhere near the edges. Possible?

    composite inside blue rectangle.JPG

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