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Everything posted by anicg

  1. There shouldn't be n-gons in your geometry, why? Large flat surfaces (100% flat) can either be an n-gon, or hundreds of polygons. In a scene, if multiplied by the number of surfaces, by the number of models it saves on polygon count to have n-gons. What's the problem with n-gons?
  2. In a PBR material there is a height/displacement map., but some materials only come with a normal. Do I use the normal as displacement under "Enable Texture Displacement" of the Principled Shader of Mantra? or do I need to generate a height map for this field?
  3. I'm having trouble using the colour attribute in translate of a polyextrude, I've seen $CR being used, is it phased out as part of moving from hscript to vex? If I want to multiple the translate value with value, what's the new way?
  4. I came across this, I hope it helps:
  5. Polyextrude curve

    I can't get any geometry to extrude along a curve, here is a screenprint for a box, which was illustrated in a 2015 video by Sidefx. I have tried polygon curve, nurbs curve. Has something changed? am I doing something wrong?
  6. Polyextrude curve

    It really doesn't want to work for me, it's completely ignoring the curve. Here is the file and the making of the file (video recorded less than 2 minutes). Any idea why it's not working? Polyextrude_Along_Curve-1.m4v untitled.hiplc
  7. I have made a model, added a material. Then from that model down the tree of nodes I made another model, still inheriting the "1 prim attribute: shop_materialpath". When I rendered the 2 models, only the first one has the material assigned, the second not. Why do I loose the material when I create a 2nd model from the 1st that has already a material
  8. Show/Select UV overlaps

    Found it and it's also 2 clicks in Houdini:
  9. Show/Select UV overlaps

    Is there a quick way to show UV overlaps if there are any? I have seen there is a very handy [select->select overlap] in the UV view of Blender, but when I searched for Houdini I found this video: which is quite a lot of steps for something that is 2 clicks in Blender. Is there a faster way that works also for UDIMs?
  10. 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?
  11. Is there a way I can get the colour from the Heightfield Quickshade into a cop2net. I've tried sop import but it only cares about the heightfield planes (height, sediment, debris...), but I need the colour. The real objective is to get that quickshade result out of Houdini. I couldn't do it with a heightfield output, so I thought I should try via the cop2net. But first how to get it into the cop2net?
  12. 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?
  13. 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?
  14. 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?
  15. 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)
  16. 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?
  17. 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.
  18. 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.
  19. I see some nice greyscale renders that use an occlusion shader, is there one for both mantra and renderman?
  20. 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.
  21. 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?
  22. Thank you, I know I have to multiply, but how and where?
  23. I need to scale down a geometry, but it has to be towards the center of the geometry.
  24. 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
  25. Where can I find this feature in H18? cluster pieces in Voronoi fracture.