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anicg

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Everything posted by anicg

  1. For Studios, stability is a priority, upgrades between productions only happen if justified, at least this is the case for Autodesk software where the gap can be several years. I was wondering how far are you / your studio behind in terms of Houdini version?
  2. I've done the UV's, a simple box, flat. Repeated several times. How do I get UDIM tiles, with each segment (box) in a separate tile. Do I need to create any UDIM stuff before the UV layout?
  3. I read in SideFX docs: https://www.sidefx.com/docs/houdini/io/ocio.html "Renders from Mantra are in linear space." So no ACES in the rendered EXRs?
  4. I get visible seams between the trunk and the branches, and between the branches and sub-branches. There is a Enable UV blending option which gives some black and red colours that apeear to be useful for blending but I don't know how to use them. Any idea?
  5. I'm in stage (Solaris) context. I have added a test geometry rubbertoy, a domelight, and that's it. Now I want to export as USD, I use a USD rop, I save the file. and open t in Pixar's usdview. The rubbertoy is there, but the material doesn't show up although it's listed in the treeview. I've tested with the tree usd scenes from Pixar (Kitchen set, city, usdskel) and it looks fine, all the materials are there. What am I doing wrong for the rubbertoy material? (the order of attached images is inversed)
  6. Is there a way of importing an attribute from the geo world to the heightfield world? I want to use the mask generated by the new node in 18.5 "Distance from geometry" as a mask in the heighfield. I've tried Bind import in Heightfield VOP but didn't know how to connect it? I can bring attributes from heightfield to geo but not the other way around. Any idea?
  7. I have a point cloud, only one is the lucky winner, chosen randomly to get a geometry copied to it. I've seen rand(@ptnum), not sure how and where to use it.
  8. Houdini, the mother of proceduralism, expects colour values to be set manually in the ramp parameter. Right? i came across a feature in substance designer in gradient map called “pick gradient” that samples colour values from any part of an image you select with colour picker and it automatically populates the ramp/gradient with all the values it found. It gives a rich ramp. Don’t like the ramp values? Just click a different area, you get a different ramp (colours). Like the colours but not the ramp distribution? Just move a few colours around. This is procedural. is there in Houdini (rightfully expected from a procedural software) a way to do something similar? At least not create colour by colour.
  9. I see some nice greyscale renders that use an occlusion shader, is there one for both mantra and renderman?
  10. Does anyone use mantra as the sole renderer for production? Let me rephrase: If I choose to use Mantra for production, am I missing something? am I limited? In which situation do you think I shouldn't be using Mantra? Obviously I didn't mention another renderer to avoid the A vs B. There is just A, Mantra.
  11. A beginner question, I just can't find how to use the AO texture map with the Principled shader, there are plenty of "use texture" for everything, but not for AO. How do I use AO?
  12. Thank you, I know I have to multiply, but how and where?
  13. I need to scale down a geometry, but it has to be towards the center of the geometry.
  14. For each existing shop_materialpath (there are a lot of them): - create a group, with the same name as the shop_materialpath - create and assign a material with the same name as the shop_materialpath
  15. Where can I find this feature in H18? cluster pieces in Voronoi fracture.
  16. I'm a bit lost here, I meant for each existing shop_materialpath, I do not need to create any shop_materialpath, I need to create groups and materials. I have a 3D model pack that has some 30 shop_materialpaths, I just need each one of them to become a group and have a material in the mat context with the same name. the shop_materialpath is a starting point, it's an input that we already have.
  17. beginner question: vellum ropes

    I'm trying to simulate this vellum rope for the first time, everything falls including the tube that's supposed to suspend the rope. I'm new to vellum, and I'm sure this is a very simple thing, I've searched but didn't find something similar. How do I tell vellum that the tube shouldn't fall as well?
  18. How do I get rid of these islands of geometries inside these bigger shapes? I can do it manually but I have a lot more than 2. I want to keep only the bigger shapes.
  19. I got a little problem here. I've used transform with -$CEX -$CEY -$CEZ. Then I created a reference copy, and checked invert transformation, but it's not working. It's throwing an error Unable to evaluate expression (Bad data type for function or operation (/obj/geo1/transform1/tx)). Unable to evaluate expression (Bad data type for function or operation (/obj/geo1/transform1/ty)). Unable to evaluate expression (Bad data type for function or operation (/obj/geo1/transform1/tz)). Is there a way to invert a transform to centroid? telling in for each connected primitive: go to the centroid, come back again to where you were.
  20. For each connected piece, get the bounding box, find the axis with the maximum scale and remember just the number. Say e.g. a box is 18 by 3 by 2, a grid is 4 by 7, a sphere is 15 by 15 by 15 then we need 18, 15, and 7. Then find the max of these maxs (18 vs 7 vs 15) and assign it to an attribute, such that we end up f@maxattrib = 18.
  21. I have a lot of geometry but only want to use part of it. I have selected what I want, delete non selected, but I'm left with all the groups from all other geometry. Can I keep only the groups that are in the current geometry?
  22. Thank you, I'm almost there, I get an attribute d which has 7,9 and 21, I only need the 21, the highest number, one value, what do I need to add to get that?
  23. I have an vdb (sdf) to which I apply some noise in a volume vop. The noise is applied everywhere. I need it to be limited to some areas, so I need to create a mask. The mask can be driven by a noise. Is it possible to create a mask for a vdb? P.S. the vdb was a polygon geometry, would it be an option (and how) to use a mask from polygon into vdb? whichever way exists and works
  24. How do you go about ground, not large scale terrains. Imagine you are in front of a beautiful landscape, and you look down at your feet, the ground you are standing on, how would you do that in Houdini? do I have to go to Substance designer?
  25. I need to primitive to remember it belongs to a first set of primitives, and to remember it belongs to a second set of primitives. If I call name1, the set with name one shows up. If I call name2 the set with name2 shows up. Each primitive should have two names.
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