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About jonjonmakemake

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  1. Photoreal Honeycomb help needed

    yeah sorry on reading back what I said it doesn't really make sense. But I thought maybe some sort of dappled lighting effect could be created in comp but it would be better to get that look in the render otherwise I guess it could look really fake or two dimensional. And I hear you on the SSS front
  2. Photoreal Honeycomb help needed

    also on the second photo ref, you can see colour variation in the honeycomb, my thoughts are that is is a combined of variation in density of the honeycomb as well as the natural colour variation in the organic object. How would you go about making this in a shader? I know you mentioned arnold instead of redshift but perhaps the principles will transfer between render engines
  3. Photoreal Honeycomb help needed

    Hey 6ril, sorry but I haven't had a chance to take a look at this again, we moved flats as well as having to set up remote working with all this covid-19 stuff going on. I will try to get back on to this in the next few days. But just in reply to your notes... ok I think i know what you mean about the honey crystals. at first i was sceptical because I had tried something (sort of ) similar with copy points-ing lots of sphere then boolean or remeshing to try and be more break up but I will try scattering little crystal shapes around in the hopes it will make the mesh look more complex. I am using SSS but I might also be using some transparency. and yes the scale of the SSS was very big. Basically I wasn't getting a good result with subtle/realistic SSS values so I just started fucking with it. I will go over it again and try make it more realistic. Also yes the light isn't great yet I have got a couple of other lights in there (unless I deleted them for the simplicity of this demo scene but will reassess the lighting too. on the note of lighting, for something like this which is a macro photo-real render woulf be using gobo's/shadow casters to get more dynamic lighitng ? or would you just paint something like that in comp ? thanks get replying to my post as well btw Regards, Jonathan
  4. Photoreal Honeycomb help needed

    Hey ya'll, So I've been working on this photoreal honeycomb for a project and I'm not happy with the amount of detail I'm achieving. I'm relatively new to Houdini and I've been trying to use it as a Generalist package however as soon as I have to use any code I start to feel out of my depth. In saying that, my current solution is almost all procedural and all with nodes and no scripting. I have opted for using attribute noises and point VOPs to generate roughness, displacement/surface noise as well as using shader displacement/normal noise to get High frequency noise without having an insanely heavy mesh. I should mentioned I am using redshift to render currently. So my main question is how can I make this look more detailed and more photoreal? (I have provided a render of a test section as well as photo reference of the detail level I would like to achieve.) That test render is the starting point of a camera animation, so that is as close as I intend to get to the honeycomb. I was wondering if I should use a solver to get an organic growth effect or maybe a volume vop? I have tested a volume VOP set up with no luck. Also I find my shader in redshift gives me a plastic look with too much sheen and the normal/displacement looks fake but I can't get it looking better. Any suggestions would be greatly appreciated as I feel I've reached the edge of my knowledge on this. As mentioned I am currently using Redshift, however if someone has a Mantra solution that works well I would be happy to look at that too. I have provided a hip file with the dome light HDR and the mesh cache as well for simplicity. Annnnd this is a small section of the actual amount of honeycomb needed, the actual size is probably 10x that section. Thanks in advance for your help! Jon beach_parking_8k.hdr Honey_high_res.bgeo.sc JW_Honeycomb_Detail.hip
  5. Opacity from Attribute Transfer

    Hello, I have having trouble with a particle effect and I can't find anything on how I would achieve it. I have a rough idea of how it might work but my houdini knowledge and experience isn't good enough to actually do it. I am trying to create the effect of an illuminated object flying through a room full of particles, like dust in a warehouse. I want the particles to initially be invisible and only when the target object passes by for the particles to become visible and then begin to glow. So far I have a set up where the target object flys through the scene and collides with the particles. As it does this I have an Attribute transfer that gives me a field of influence that I want to drive the visibility of the particles. Does anyone now how I could do this? ParticlesTest_v032.hip
  6. Hey Atom, I was wondering if you could supply an example of your scene files where you split out your caches to a new scene and light and render in there. Are you essentially treating it like your own production pipeline and so you are exporting your caches as an FX artist in one scene and then you send it to your new scene where you will work on it as a Lighting Artist exclusively as if you have sent it to someone else to work on?
  7. Particle Material Assignment Problem - Redshift

    Hey Sepu thanks for getting back to me, I had been doing that and I tried it again with no luck. Also now I have a problem where within a geo node, if I attached a material node it freezes up my computer and the scene view looks like the particles are node giants black square sprites or something. Could you see if you can replicate that problem? I've attached a new hip file. also here are my computers specs just in case. Processor - Intel (R) Xeon (R) CPU E5-2690 v3 @2.60GHZ - 2.60 GHz (2 processors) Ram - 64GB 64bit operating system x64-based processor Windows 10 Graphics Card - NVIDIA Geforce RTX 2080 Ti Houdini Version - 17.5.229 Dust_Material_Problem_v002.hip
  8. Hello, I'm currently pulling to hair out trying to figure this issue out but what I had a problem with is assigning a Redshift material to particles in my scene... So I have set up a particle dust burst based of an Entagma tutorial and now that I have one I need to create some duplicates of that burst. I have simplified the hip file attached but my little animation has three dust bursts obj merged together so that I can then feed them into a popnet with a vortex so they all swirl up together after they have done their little burst thing. I got that all working so far but when I go to attached RS materials to each separate burst I can't do it. I can assign a material at the obj level and it works fine, the colour changes for all of them *hurray!* but I need each dust burst within the obj geo node to have a different colour. Soooo I dive inside add a material node but the particles render white and seemingly just fail to see the material node. I have tried adding group assignments to the tree above the mat node and then using them to drive the mat assignment but it doesn't work. I've tried attribute create and attribute promote and they don't seem to help. So it seems that I can only assign a material at the top obj level and not within a geo node, but that has to be a bug right ? or what am i doing wrong? I hope I am explaining that alright and I appreciate the help in advance ! Dust_Material_Problem_v001.hip
  9. Falling Pixel Sort Effect

    Nice one Mestela i'll at look at this verison too!
  10. Falling Pixel Sort Effect

    Thanks Schwungsau I'll give it a crack when i get a break at work!
  11. Falling Pixel Sort Effect

    Hello, I've been learning Houdini for a couple of weeks now and I'm trying to learn about particles more at the moment. I'm currently trying to create a grid of falling particles that look like a pixel sorting effect. (please see attached images and video link). My thought process has been that I need to create a grid to emit the particles and then attached trials that have a colour gradient to the trials with a falloff. I want the particle trails die out at different times and for the trials them selves to slowly fade away much like the trail of a shooting star or a light trail (hopefully the below examples clarify what I'm trying to say). I've been trying to figure this out and I've looked around the forum but can't find an example. So far all I can get is my particles to fall the way I want with trails that have the colour gradient connected but that's all. Can anyone suggest/show me a way to create the look i'm after? I realise this might be a really rookie thing to do but from my own research I'm currently lost and need some hel Thanks in Advance! Current Scene File: Particles_Field_04.hip Examples: https://www.shutterstock.com/video/clip-1008242815-particles-glitter-rain-awards-abstract-background-loop