
Isleofgough
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Everything posted by Isleofgough
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Sweep not closing properly even with 'Skin with Auto Closure' or 'Ends' node applied ..any ideas?
Isleofgough replied to Snappy_Darko's topic in Modeling
You can also just use standard UV techniques to map your model after the sweep, and that will sometimes give less distortion: SweepNewUVfixed.hiplc -
Sweep not closing properly even with 'Skin with Auto Closure' or 'Ends' node applied ..any ideas?
Isleofgough replied to Snappy_Darko's topic in Modeling
The sweep node in the past could be quite buggy. It was changed somewhere at or before Houdini 18.0.416 and it is much simpler. You don't have to add uv transforms, rotate one 90 degrees, have one be points and the other vertex. It is easy now. See below (I removed your switch, but you can add it back in). SweepNew.hiplc -
I would like to recreate this effect in Houdini that is easy to do in C4D: https://vimeo.com/59735927 [vimeo.com] Is there a way of instancing objects on hair and allowing soft body dynamics? If so, can one randomize the quaternary rotation around the hair?
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It looks like any upgrade from DM2 still costs $100. Edit: Thank you Alexey for giving me the link. It is great.
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Unfortunately it looks like this is $100 for users like me who bought DM1 and upgraded to DM2. There is no discount. Is it actually a new product or just renamed DM2?
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I don't think you can use attribute expression to delete an attribute.
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A lot of old tutorials use the old point SOP for a color ramp, purely to assign a number between 0 and 1 for some future purpose. For instance for a line oriented along the y axis, the old point SOP has the color channels deleted and then puts an "add color" of ($BBY,0,0). Sometimes normals are deleted as well. Commonly the next node added is an attribute VOP with a ramp parameter to reassign this 0-1 range on the red channel to some spline ramp value. I am trying to not use the old point SOP for new models. I see there are two different nodes, and I am not sure which to substitute: the "point wrangle" with yellow cowboy hat (attribute wrangle) and the new "point" with red cowboy hat (attribute expression). Which is better to use? With the point wrangle, I can put in VEX code like "@Cd = set(.5, 1, 0);" to assign a constant color, but what would be the equivalent of $BBY? What is the VEX equivalent of the old point SOP "no normal" to delete normals? Thanks.
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Did you try an attribute delete node? I don't have access to a computer this week, but I would think that would work.
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I am trying to keep buying a Mac Pro under $9000 with discount. I burned out my iMac from probably overheating with many days of rendering. If rendering models with high definition texture maps but little simulations is the goal, would it be best to upgrade the processor from 8 to 12 cores, expand RAM, or upgrade the graphics card to a Vega?
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Thank you. With the amount and type of other software I use, not to mention data only on a time machine backup, switching operating systems is not desirable. The comments on configurations were helpful.
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It looks like "sheen" was what caused the problem. Changing it to zero fixed the render issue.
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I am rendering an image that takes about an hour and a half on a Imac 2017 and it has more grain than I would like (see attachment). How would I improve this without significantly increasing render time? My current Mantra render settings are: Mantra tile size 48 Reflection limit 4 Refraction limit 4 Diffuse limit 0 Color limit 3 Ray tracing Bias 0.001 Sampling pixel sample 5x5 Gamma 2.2 Min ray samples 2 max ray samples 8 noise level 0.001 Global quality 2 Diffuse quality 1 Render 16 bit integer Tiff with gamma 2.2, 2500x2000 px
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Where is the checkerboard pattern living these days?
Isleofgough replied to Oskar's topic in Lighting & Rendering
There is no patterns section in Houdini 17.5, but you can add a principled shader and right click: allow editing of contents, and add a pattern within this- 7 replies
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Where is the checkerboard pattern living these days?
Isleofgough replied to Oskar's topic in Lighting & Rendering
It sounds like you don't have good Uv mapping. Check your uv view to see if you have a shape other than just a line or nothing.- 7 replies
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Where is the checkerboard pattern living these days?
Isleofgough replied to Oskar's topic in Lighting & Rendering
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How to transform objects according to curve normals
Isleofgough replied to Isleofgough's topic in Modeling
I figured it out. I needed to transform the grid slightly. Everything is working ZipTie.hiplc -
I am trying to create the beginning of a plastic ratchet tie, and I can't seem to get the notches to align properly according to the normals of the curve. I am using copy to points. How would I transform them afterwards according the direction of normal of the curve? What am I missing? Thanks.
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I have looked at various ways of rendering just the visible edges in Houdini, and it seems like I have to use Flipbook. To add the lines on top of an existing texture, I have to do a double render and composite them. Is there a shader that basically just adds lines (multiplying an image of the edges on top of a constant or principled shader?
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That looks useful. Thank you for sharing!
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I discussed this with Mr. Goldfarb from SideFx and it does not appear one can change the default behavior of new bone creation in ortho views. However, it was possible to fix the rotations with a somewhat tedious method of clicking on each bone, enabling child compensation, cleaning any transforms, rotating the bone 90 degrees in z, cleaning rotates, and then disabling child compensation.
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I have been trying to rig two hands from a model I exported from C4D as obj files. (I tried the fbx export, but there was a lot of junk bones brought over that way). I tried to follow the Houdini hand rigging tutorials, but when I place bones, they rotate on the y axis for flexion, rather than the x axis. I tried to add just one bone and then change the initial null to a 90 degree rotation around the z axis, but when I add subsequent bones to the first bone, it reverts to placing bones that rotate in the y axis for flexion of fingers. I am trying to have the bones orient in the z axis but rotate for flexion/extension in the x axis. How do I change the defaults for bone placement to do this? Thanks.
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... almost as in ~20%, but thank you. I see what you mean about the Convert Line method too.
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I still think there must be a way of doing this all in a shader. (since many other 3D programs DO have a built in cell shader). I know absolutely nothing about what I'm doing in shader editing, but I tried to at least get a start with this. If I could remap the greyscale with some sort of ramp to pure white and pure black, I would be very close. I'm guessing this wouldn't work if actual UVs were applied: FakeCellShader.hiplc
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That is a clever solution. Thanks!
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I am trying to recreate a few old projects in Houdini. One has a fairly simple logo which was created from a Illustrator version 8 file (nothing complicated but compound paths from changing text to shapes): When I bring in the illustrator file to Houdini, instead of using compound paths, it reverses the normal of the inside section, so it brings in things like this: I can get around it by creating a boole (see image) but is there something I am doing wrong on import?