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oaschwab

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About oaschwab

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    Peon

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  • Name
    Eric Schwab
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    IL, USA
  1. Is there a way to use a principled surface shader and also use a uniform volume shader? If I have a clear object like an ocean but I want it to have a uniform volume shader also. Is there a way to do this without duplicating the object and applying a water shader to one object and a uniform volume to the other? The example I'm using specifically uses the principled shader with some solid and some transparent surface. I can't figure out how to have a volume shader inside the object. There has to be a better way.
  2. Is there a way to use a principled surface shader and also use a uniform volume shader? If I have a clear object like an ocean but I want it to have a uniform volume shader also. Is there a way to do this without duplicating the object and applying a water shader to one object and a uniform volume to the other? The example I'm using specifically uses the principled shader with some solid and some transparent surface. I can't figure out how to have a volume shader inside the object. There has to be a better way.
  3. Emit Particles from Texture, low res model

    No it’s just the easiest way to show the problem. Like I said it’s not difficult to find yourself using a model that has very high density parts and low density parts like a car. Obviously subdividing some already high poly models doesn’t make sense just to add points to larger areas that don’t have a lot of detail. Remesh would work but it seems computationally intensive.
  4. Emit Particles from Texture, low res model

    Thank you for taking the time to do this. Neither of those quite work. If you wire in a Cube primitive then you'll see that it still only emits from a corner gradient. I understand in these instances it would be easiest just to apply a subdivide node but I'm just imagining a mesh that has both high and low density areas and it's not practical to keep subdividing. I guess one could remesh it but that seem computationally intensive. I just figured there has to be a way to use the point color from the scatter node. Below is the example. The first image shows the scatter node colors. The second shows how it transfers to the low res cube when it comes time to emit. It's only transferring a little white to the one corner.
  5. OK I've been trying to do a tutorial and then do it again my own way to make sure I'm understanding it. I've watched the applied houdini particles 1, and the entagma particles tutorial where they emit particles using the point color. The problem is that both of them do it by using a high res model or subdividing it to get high res. Is there a way to get it to work on a lower resolution model and scattering points on it like I have in my attachment? It looks like Houdini only allows the emission attribute if you use the "scatter on surface" in the Pop source. The problem is that then it inherits a low resolution version of the color attribute. I did search and there is an old thread about this but I guess the HIP files are a much older version that does not open correctly in my houdini 18 apprentice. particles 1.hipnc
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