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About thrasherstudios77

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  1. Problem saving i3d files

    bren- thank you for the reply. The smoke looks good can't wait to get it working. I was refering to i3d in general, i constantly have problems geting my i3d files to save to the D drive correctly and also with visualizing the i3d texture with iso-surfaces, anyone have an idea why these two things are cause problems. Thanx
  2. Problem saving i3d files

    one more thing i forgot even if i am able render out a i3d texture file ( to the C drive), when i try to visualize it using an isosurface SOP i get nothing, no surface at all, do you know what might be happening here? BTW i am doing the contrail tutorial from Techimage, might it be that there is not enough detail in the particles for the isosurface to use to create some geometry?
  3. Problem saving i3d files

    Hey I have been trying to save my i3d files to my D Drive and everytime I do i get an error on the 3d texture output node, but it works fine when saved to my C Drive, what gives. Do i need to set a global variable for Houdini to work with the D drive or something like that? Thanks in advance
  4. Casting shadow on i3d

    Hi Chang Really cool looking clouds, i didn't quite understand AndrewVK explaination of how to get the clouds casting shadows "Source of i3d" SOP -> Box SOP -> XForm SOP (scale a litle bit) -> Shader SOP a hipc file of the cloud torus would be very helpful, i am trying the same type of effect and can never get my clouds to cast shadows either. Later Ben
  5. UV Texturing

    Hi I am trying to learn how do UV texturing in Houdini. I thought I would start out easy and try and unwrap a box. what i eventually want to do is paint bump, specular, diffuse ect maps in photoshop on a face. One technique i saw on a training video for unwrapping a face was to select a group of polygon faces that are pretty close to planar and apply a planar map to the group. You continue applying planar maps to groups of faces that are close to planar untill the entire face is mapped. Then in the UV texture editor you reassemble all of the different groups of planar polygon faces, by merging uv's, moving and resizing until you have a uv mapped flattened face. I have had a hard time creating this technique in Houdini. Should I first use Group Sops for all my faces and then apply a UV project or texture. And using a visibility SOP select between the different groups of uv's. Or should I start with a UV unwrap SOP and then use UV edit and fuse SOPs to get my map. Just wondering which techniques you people use when unwrapping a human face or any organic shape. If someone could maybe get a box unwrapped and ready for photoshop and supply a hip file that would be very helpful so i could see the procedure you used to unwrap your uv's. Thanks to everyone in advance Benjamin
  6. VEX metallic paint

    I downloaded the metallic car paint shader and was checking it out. I am very new to Vex and was wondering if any one had the time and some experience with VOPs could explain how the VOP network works. I am so lost when looking at an entire VOP net, i mean i understand each individual node pretty well but where a node is placed and what it is being exactly used for escapes me. I really want to learn this VOP stuff and thought this car shader is a good example of VOPs if it was explained in depth. I am sure many people could benefit from having this explained not just me. So is anybody up to the challenge? BTW nice Vex shader daland
  7. Knitting Two Polygons

    Geo point snapping is under the snapping options. If you are using Houdini 5.5 they are located in the upper left corner of a "View State" check the picture below. So you open your snapping options and then move the geo point slider to the right to set the amount of snapping for geo points. Close that and make sure snapping is turned on. If you are using Houdini 6 the snapping options are located kinda in the same place as 5.5. Upper left corner look at the different drop down menus pane/ network/ operator/ select/ view: if you click on the view drop down menu you will see near the bottom of the list the snapping options. Again you have to be in a "View State" to see the snapping options. Hope that helps
  8. Transperency maps

    Anakin- worked really well thank you, oh btw insult my intellegence all you want, as long as am learning something new its all good. It seems when it comes to shaders in Houdini everything is whacked out. Like adding a simple noise to my diffuse channel, or creating a bump map, it is so unlike any other 3d app. I'm thinking that is because Mantra, Vex, and Shops were created with Rendrman type shaders in mind, so you have almost unlimited mastery over your shading but have to understand Renderman Shaders to really do anything. I miss just being able to double click in the bump map slot or transperancy slot and apply a procedual noise or an image. But I will get this Vex stuff one day damn it. Later
  9. Transperency maps

    I am trying to cut out the shape of a feather using a transperacy map, this map is applied to a rounded box shape. I am trying to use a Vex Super material. Under the Vex Super material texture section I applied a tif image in the shape of a feather where the shape of the feather is in white, I also tried this with a .targa image. I applied a UVTexture in SOPs before the shader SOP don't know if that helped, also I set the "tranchan" in the Vex super mat to alpha. In photshop I made sure that the tif settings used transperancy. Not sure what is going on here. Here is the image I am using for the transperancy.
  10. Sample Files?

    Figured it out For anyone that is interested the sample files on the CD2 are corrupted, but if you download them individually it works fine. The individual files must be the most current and fixed examples, here is the link: http://www.vislab.usyd.edu.au/sidefx/cd2_5...les/highlights/
  11. Sample Files?

    Actor- I tried it in Houdini 5.5 build 230 and Houdini 6 beta. It might of been taken care of but the vislab cd2 where I got the files from are not working. So does anyone know of a link to get the files from somewhere else than the CD2.
  12. Sample Files?

    Hi I tried opening the sample files from Vislab these files came with the CD2 download from Vislab. Anyways, so you know which ones I am talking about please check this link: http://www.ip-dot-uk.com/apprentice/pages/...ples/index.html So like I said when I open these up in Houdini there is nothing in the scene, no SOPs, POPs nothin. They looked like some really cool examples, does anyone have working copies of these files, or know a different place that houses these files besides the CD2 download from vislab. Thanx
  13. Point Constraints in Houdini?

    thekenny- I downloaded a file from the character forum that you posted, it was the rigged character, is this the one you were talking about. I opened up the scene file and saw that you used a Blend OBJ for the rig but I don't understand how it is being used as a constraint, sorry for my ignorance, any help would be apprecaited Ben
  14. Point Constraints in Houdini?

    Right on Jason thanks again, I am still very new to Houdini and especially to CHOPs. I was wondering what I would be exporting to CHOPs, which channel that is for the rig. In Maya I would use a locator (a null object) and have my IK controlled by it, so the locator's translate and rotate channels are in essence what you are keying for animation . But in Houdini the information for the IK solver is already in CHOPs. So am I exporting from CHOPs (the IK solver) to the null object then to a channel in the Blend SOP and then back to CHOPs to do the math calculations and then export back to the rig somehow. As you probably can figure I am a little lost here. Could you perhaps provide a hip file, very basic just so I could see what channel of the null; ik solver and blend sop is being imported and exported into CHOPs, if not thats cool, in the mean time I am going to try and figure this one out, your technique makes sense to me just not sure how to implement it.
  15. Point Constraints in Houdini?

    Jason- Thank you for the info. It sounds like there is a way to achieve constraints in Houdini, cool I will play around with the CHOPs method. One other question though, in Maya you can have a single object constrainted to multiple objects. When you do this in Maya a weighting system is built between the constained object and the multiple constraining objects. You can set this weighting to a percentage, like 100 percent goes to one constrainer or you could set the weighting to 50 percent sharing the weighting, giving half of the weighting to one constrainer and the other half to the other one. In this set up the constrained object would end up half way between the two constraning objects. Here is what I am trying to do: I am rigging the wing of an eagle. I am using a twist effector for the wing and some IK chains. Anyways I want my twist effector to be constrained between multiple null objects. The first null object would be placed at the tip of the wing and second null placed near the side of the eagle and the other near and towards the back. The idea is that I can change the weighting between all the nulls. If null one has 100 percent weighting the wing would be in the fully extended position, if null 2 had the full weight the wing would be in the tucked at the side position and so on. So for animating all i have to do is key the weighting and the wing would move accordingly. So, is there a way to do this type of weighting setup using CHOPs. Mahalo Ben