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CinnamonMetal

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About CinnamonMetal

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    Christopher
  1. Project UV per axis ?

    How can I project a UV map based on a axis (+x,+y,+z etc) or must I create a vector attribute in the desired axis, then promote that attribute to another UV (tex) attribute ?
  2. The assemble SOP deletes the UV attribute, how can it be kept ?
  3. Renderman Shading Language guru ?

    Country hoping is not easy, I assume within the European Union; or did you take a plane outside of Europe ? If you don't use compute lighting vop, if I understand correct; you can switch between the sub-renders within Mantra, correct ? Create a parameter/variable within the compute lighting vop ? I too am accustomed to use diffuse, recently understanding the new method, which as you mentioned is Albedo
  4. I have a SHOP material applied to an object, although; when render a node in the SOP network of the object, it renders black ?
  5. I'm attempting to loop over all name attributes and combined, create a new vector normal of all the combined name attributes; although I'm not getting the desired results ? vector newN = {0,0,1}; for(int k=0;k<atoi("name");++k){ newN; }
  6. Renderman Shading Language guru ?

    I assume you are leading up to the answer to my question ? From my previous post. I know that compute lighting works for all types of engines within Mantra For the first example, once this is done, where should it plug the bind into Ce of compute lighting ? Otherwise, when creating the Ce attribute is it of color, but if I must connect it to Cd of compute lighting, it doesn't match ?
  7. Each side of this box is made from a grid. Since they are packed primitives grids more or less, how can I apply a normal to each grid in which the grid are not obstructed by another grid. In other words, if you had two cubes; and you put two cubes together, obviously one side of each cube won't be visible, and it is those un-visible grids or sides of the box, so to speak in which I want to; not only apply normals but also a UV ?
  8. Each side of this box is made from a grid. Since they are packed primitives grids more or less, how can I apply a normal to each grid in which the grid are not obstructed by another grid. In other words, if you had two cubes; and you put two cubes together, obviously one side of each cube won't be visible, and it is those un-visible grids or sides of the box, so to speak in which I want to; not only apply normals but also a UV ?
  9. Setting shader attributes in SOPs

    Thanks The other methods, maybe python
  10. Renderman Shading Language guru ?

    Simple shaders for diffuse ? What do you mean multiple color by the bsdf ?
  11. Current Position to Shader Position ?

    @animHow do I fit to the whole range in MPlay or Renderview ? The original code; point Pshad = transform("shader", P) * baseColorFreq + label; Therefore if point is the point position named Pshad and transform is the rest position within Houdini vops, and I have to multiple the baseColorFreq by the rest position followed by adding that to the label, I should be getting not white but a color ? If I disabled the multiple or add vops, I'm still only getting white ?
  12. Current Position to Shader Position ?

    @animWhat I want to know first; why can't I get a color applied to the grid. The baseColor is a parameter Vector, as we know color is a vector; why isn't the grid which I have in the viewport colored based on the float values for the BaseColor parameter ? You can reference my previous post for the network.
  13. Setting shader attributes in SOPs

    Yes. Are you saying I have to bind the attribute into SHOP; why would that be needed as within the SHOP network the Ks attribute / parameter already exists ? Watch this until the 20 minute mark.
  14. Houdini 18 Wishlist

    Oh common, already H18. What about H52.
  15. Renderman Shading Language guru ?

    @LaidlawFXI assume you a familiar with RSL, as I updated my attempts at understanding here. I don't understand why I'm not atleast getting a color on the grid, I honestly can't find what I'm doing wrong, if anything is wrong ?
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