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lulu01

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About lulu01

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    Flying Nimbus
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    darkside of the moon
  1. Hey, I got this 3D scan of a hand model and used the topobuild to create new topology. With the Texture Bake I like export the displacement and diffuse map, but the new displacement and diffuse maps are useless. I thought it's had to do with the Texture Bake > Ray Bias, but it's not working for me. If somebody wants to have a look at the files check link https://we.tl/t-8ZB4TFSdwn and if you have any information, plz drop a reaction. Files:
  2. Thx, I found out the normals cusp angle was too small, this creates color different on the surface of the mesh. The texture was fine
  3. I fixed the error problem, I need to bake the texture as an .rat The texture has no black lines anymore, but the transition between uv island are still visible on the texture model. If someone got a solution for this?
  4. Hey, I believe Border Expansion could work, but it not working out direct. I can bake the texture using Mplay, but I understand that Border Expansion only works when you render to disk, only then I get a long error. Plz check out the files if you want to see it for your self. Hand_TexBake.zip
  5. Hey, So I found a hand model with UVs and Texture maps online, but the topologie was wrong. I used the Topobuild to draw over the old model, making a mesh right for animation. Lastly I baked the texture from the old model to the new model. Here is where the problem arises. The texture bake shows black lines where the uv border are (See Screenshot). How can I remove the black lines and why are they there in the first place. I'm still new to texture baking and im having a hard time understanding the whole process.
  6. Hey, I emit a bunch of particles on the surface of an animated box and use the 'Pop Collision Detect' to stick to particles on the surface of the animated box. Later in time I like to deactivate the 'Pop Collision Detect' by a moving bounding box, so that the particles can be affected by different forces. Of Course this does not work in POPs, because POPs does not work like SOP. Could someone help me with this example and explain how to control parameters in time within POP and DOP. Deactivate_Particles.hiplc
  7. VEX Function: npointsgroup

    Thank you so much, I understand what I did wrong . You guys where very helpful.
  8. Hi, Im started out learning vex and exploring different type of function. Im trying out the if statement in combination with the npointsgroup function. In the example I got a point grid, with a point group. I like to use the if statement to make the grouped points green. Sound super basic right, but its not working out for me. What I'm doing wrong here?
  9. Recently I check Rohan Dalvi Procedural texturing and baking lessons and it really useful for learning Texture Baking. But the reason I bought this tutorial series was to get a better understanding behind the concept on baking. What I really want to learn is, how to bake lightmaps using Redshift, but there is little information on the subject. I check the documentation on the redshift website (https://docs.redshift3d.com/display/RSDOCS/Baking), but honestly, I don't understand anything even after I learned how to do texture baking. The process goes like this: 1. Creating an appropriate unwrapped UV channel that will be used by baking 2. Creating and configuring one or more bake sets 3. Setting up the AOVs 4. Executing the bake It starts for me at step 2, do I need to use the bake texture note? 3. Why do I need to set up AOV and how is this connected to the bake texture note. Am I missing some important information here? If somebody could explain to me step by step how do to create a Lightmap using Redshift? Currently, I'm using Houdini 16 and Redshift 2.5.32.
  10. Hi, So I came across a problem, I like to create a flight route for a plane, but I don't want the plane to crash into an object. I managed to create a curve (flight route) that can avoid a point, so the curve goes around the point...GREAT!!! (Check Screenshot 1) But if I want to avoid a large area, lets call it a "no-flight zone", the code has some sort of scaling limitation. (Check Screenshot 2) I've checked the code several times, but I can't find the solution, can somebody help me out? No_Flight_Zone.hip
  11. Point function fails to use pscale attribute

    I'm still a bit lost on the whole parallel processing concept, but I will do a some more research on the subject. For now it works, THX toadstorm!
  12. Recently I started learning VEX, but now and then I hit a wall. In this case I can't find the answer on my own. What I'm trying so solve here, is to read the pscale from the closest point. //PSCALE @pscale = random(@P);; //NEARPOINT string me = itoa(@ptnum); i@near = nearpoint(0,'!'+me,@P); //READ PSCALE FROM NEARPOINT @npt_pscale = point(0, "pscale",@near); Getting an attribute with the point function works fine in most cases, like with the @P or @Cd, but with pscale it gives me a value of 0.0. Not sure I this is the best method, or maybe I'm overlooked something. I really can use some help. nearpoint_pscale.hip
  13. The Array Enigma 101

    Noobini, thank you for your help
  14. The Array Enigma 101

    So for the last view weeks I've been learning vex, great stuff. So now I want to turn my new awesome vex knowledge into practise. The goal of this operation is the measure the distance between each point to their closest neighbour. First, I use the pcfind function to grab the nearest point of each point number and put them in an array. Second, now I like to grab the values from the array and put them into a distance function. (BUT HOW?) I find array a bit of a vague concept. I get its a list of values, but I'm not really sure if the point numbers in the array also hold the position vector. Not sure if I'm doing this right, and probably there better way. If this method is right, pretty please help me out. kind regards, The new kid on the block measure_distance_nearpoint.hip
  15. Banana Joe limbs

    Question, I'm trying to make a cartoon character with curved arms. The same like Banana Joe in Amazing World of Gumball. In this tutorial for 4CD, they control the NURBS CURVE with the Joint Tool. I thinks this really smart when you want to animated a walk cycle using joints, but still having cartoon spaghetti like limbs. In Houdini I can't control the NURBS Curve with the Joints Tool, because the NURBS CURVE works only in the Geometry note and the Joint Tool not. I tried to extract the Joint Transformation (copy parameters) to control every point position of the NURBS Curve, but this does not work, because Joints are children and children don't show any change in value, when they are animated. I'm super tired, so maybe I'm over looking something really simple. So if you can help please drop a comment.
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