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Everything posted by bran_daid

  1. Volumelight Fog Shader

    nice looking tests.
  2. Comparing float values ?

    seems like you could do a dot product and compare that result to 1.0. this would test if two colors are the same. hou.Vector3.dot() would be the syntax for that I think.
  3. uniform volume material to create fog

    if you dive into the material and connect the color noise where the 'point cd' is added, you can get the result you're looking for i think. -b
  4. Pick up rotation of a packed primitive point in CHOPS

    hi there. you can read the 'packedfulltransform' primitive intrinsic attribute of your packed primitives to get translate and rotate values from the primitives. you can then run these values thru your chops and apply then back in a primitive vop or wrangle. here's a vop example. -b C4D_mograph_rebuilding_bb_01.hip
  5. Faceted Normals After Displacement

    howdy. the normals are smooth in the example. the artifacting you're seeing is the self-shadowing of the individual polygons. if you turn off raytrace shadows on your light you will see this clearly. fiddling with the raytrace bias on your mantra rop can resolve this if you aren't wiling to have a model with more divisions. here's what this looks like after fiddling with the raytrace bias:
  6. Faceted Normals After Displacement

    you can rotate the normal with the same dihedral matrix you used to generate the position rotation. if the shading normal you pipe in is smooth, it will remain smooth after you rotate it. here's an example: displacement_normals_bb.hipnc
  7. Blur Volume Using Volume Vops

    howdy! using the vdb advect sop in conjunction with the solver sop would perhaps give you the result you're looking for. the vdb advect sop uses the velocity volume to push around a vdb, which can be averaged over arbitrary timesteps to give you a blur effect. streaky_volume_bb.hip
  8. hello. this is very possible to do in vex/vops. you can look up the point position of the parent with some simple math and a ray sop. here's an example of this! growth_help_bb.hip grow.mov
  9. wheel rig rotation problem

    howdy. there's more than one to achieve this, but I find the nicest way is to simply use a hierarchy of transforms to create rigs like this in houdini. you can use chops or expressions if you want to create a more abstract relationship (like constraints would do in maya) between objects. here's an example of this type of hierarchy with the 'wheel turning' effect. bb_wheel_turn.hip bb_wheel_turn.hip
  10. daily.hip

    cool stuff. tfpu.
  11. Render out matte with volumelight

    it seems like the solution to your lighting problem would be to solo your volume light, and set your emissive effect object to phantom. this would give you a pass with only the light cast by the effect.
  12. Warcraft_effect_problem

    this looks like a surface shaded with normals to me. it seems like it would be really tricky to do with a volume with all of the high frequency stuff going on. certainly a lot of comp work, with glows and grades. the steps for making this would be: animate or simulate a constant number of points flying around use a trail sop or solver sop to make the points into lines convert the lines to nurbs skin the curves together shade the surface with normal falloff good luck!