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rickvdvulkaan

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About rickvdvulkaan

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  • Name
    rick van den berg
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    Netherlands
  1. workflow for modeling this tiny planet

    very interesting insights! To be clear, i was mostly wondering about the modeling "strategy", not so much these specific models that you see in the picture. For example, i can imagine that modeling some kind of simplistic city would be more comfortable doing it on a plane first, because it could make things like instancing buildings and creating roads easier, and then wrap it around a part of the globe. @librarian, did you come up with that code yourself? jeez I know the basics of the attribute wrangle, but how do i "apply" this cvex code?
  2. workflow for modeling this tiny planet

    Was looking at this, under the heading "render" (scroll down) ; https://www.sidefx.com/products/houdini/houdini-indie/ I was just wondering, can you model on a plane/unfolded sphere first, and then "spherize" it? Or would you just model everything onto a sphere directly? what's the best approach here? Is there a neat trick?
  3. I have used the opengl renderer for the most of the times so far, but this time i wanted to use mantra. most settings i found pretty easy to control, but i couldn't really find out why the render is so much darker than the viewport/opengl. it's not a color space thing, i think. I don't really mind cranking up the lighting, but it's so much, that it's hard to see what you're doing in the viewport. I attached a screenshot to show the difference. I used an environment map from HDRI haven, and cranked the light intensity all the way up to 8. (the hlight is deactivated) which resulted in an overexposed viewport, but the render looks ok now. what you see in the scene is basically a plane with a texture/bump map. the texture itself looks fine in all software, so i don't think it has something to do with that. When i activated the bumpmap it did became a littel bit darker though, but still not enough to really explain the difference which you can see now. I'm trying to figure out why this is happening, any ideas?
  4. add noise to points but only in x and y axis

    The point jitter sop was perfect. I'm in the middle of a VEX "course" (joy of vex on cgwiki, really awesome), so i'm kinda playing with that code, trying to make the effect bigger/smoother, etc. thanks, really helpful!
  5. add transparent picture on top of other shader

    ok, this is kind of embarrassing. So far i pretty much only used the opengl renderer, because it's so blazingly fast and looks pretty OK for most of my jobs. Turns out the layer mix works just fine with mantra. please tell me there is a way to do this using opengl?
  6. I Have 2 principled shaders, 1 with a wood texture, and 1 with a transparent picture (PNG), could be a logo or something else. Eventually i want see the picture with the different shader settings on top of the wood. I expected it to work using a layer mix, and pipe the layer output of the first principled shader to the input A of the layermix, and the transparent picture to B, but what i got is a blank/default material instead. I also tried 2 materials on SOP level, but the transparent picture overlaps the wood, showing black on the places where it should be transparent. The "use texture alpha" box is checked. I think i searched the entire internet now, but still no clue. Can/should i work with 2 material nodes in SOP level, keeping the transparency? It feels like something really simple but i think i almost have no hairs on my head left to pull out anymore. Can someone point me in the right direction?
  7. For modeling purposes, i want to add some noise to the position of the points, but without affecting the Z axis. So i tried the mountain SOP first, but i found no options to exclude the z axis. so i tried vops, with the noise and add node, but as expected this adds noise to all directions. I'm kind of stuck, as i'm still a beginner. Can someone point me in the right direction?
  8. That looks pretty cool. Just found out the apprentice version doesn't support unreal, which makes sense. Well, off the the store i guess
  9. As there is nobody in the world who doesn't like fast render times, i was stumbling around, looking for interesting things. I came across renderers like eevee(blender), but also unreal. From my experience (not really that much experience), eevee was kind of buggy here and there, although the development is going fast. But especially the unreal engine looks.. unreal (really bad joke). At the moment i got to say, the opengl renderer inside houdini does the job most of the times pretty well, but it has it's limitations. I can totally image creating a scene in houdini, send it over to unreal, and render it from there. My intentions are mostly just non-realtime stuff, like motion graphics. but getting basic knowledge about realtime-applications would be a nice bonus. Are people actually doing that? is the workflow easy/fast?, is it a "realtime" link between unreal/houdini? I can't really tell if there is content out there using this workflow. I only see some game-related content, but i'm more into non-linear animations. I am in the first place still a beginner with houdini, but very interested.
  10. importing fbx/obj files correctly with textures

    Okay, i think i got it. It turns out the file node didn't bring in the groups to assign the materials. When i imported it by going to file --> import --> FBX, it worked instantly and all groups were there, with the correct colors applied. I just don't understand why i got the errors earlier. I tried some other fbx files with the file node, and they did bring in groups.. weird stuff. wondering if it's a coincidence or if i'm doing something wrong. The UV maps are still a mystery though, still curious why i got them and how to apply it. Anyway, another small step towards understanding houdini
  11. importing fbx/obj files correctly with textures

    wow that is quite a nice tip, the other tools from labs also look amazing. I tried the quick material node, and it was almost a one-click solution. I selected the screen-image (the typical app-screen) as base color texture, and it fit perfectly. However, the edges of the screen wrapped around the model, resulting in a incorrect looking back/sides. which makes sense. I expected (just a feeling) the ability to select groups for each texture, but there are none. but i am determined to make this work! Attached are screenshots of the folder with UV Maps, and the folder with the textures (i used the screen-texture which i described) Maybe that shines a little light on the situation. I know it's alot to ask, but i would really appreciate some kind of demonstration (which is of course impossible with just these screenshots), as i just cannot find any tutorial/source of information which really suits this particular model.
  12. Hi, this is something that's starting to drive me crazy. I'm still kind of a beginner with houdini. I downloaded an Iphone model, and it includes textures, UV maps, and different files (obj,fbx,DAE). I wish i could upload them, but originally, it's a paid download. I know my way around in houdini, but textures are not really something i worked with alot, only some basic material stuff. the goal is to wrap the textures around the model in a way that it fits perfectly. by the way, i never successfully imported an fbx model doing it via file-import. i always get the message ;"import failed ...........fbx does not exist. I can import it with the file node though. Can someone point me in the right way?
  13. prodedural motion graphic (text) animation

    Maybe that's not the right word. I guess i thought that if i can do it without, i would probably have much more satisfied, victorious feeling. Just eager to learn houdini. or something like that. But from the video, the toolset looks amazing.
  14. prodedural motion graphic (text) animation

    Ah, yes i heard about MOPS, and i kind of knew what that was for. I didn't try it yet, because it felt a little bit like "cheating" maybe i should just accept i'm not a whizzkid and go for it
  15. Hello. Still a beginner, although i kind of know my way around now in houdini. The thing i really like to learn better is animation/motion graphics. First challenge is achieving this effect: I eventually want to animate multiple objects (any kind of objects, but also text) with a slight offset between them, maybe a little bit of randomness in scale/rotation, etc. Now i know this is a tutorial, i can just follow along, and i actually did. (a few months ago) However, this is 10 years old and at some point halfway i remember i got stuck because i couldn't find the exact same tools, i guess because things changed over time. i eventually gave up. It also feels very, maybe even overly complex. now after a few months, i started wondering again on how to approach this and stumbled on the same video. It seems it's the only tutorial in existence when it comes to these kind of text animations. Isn't there a video like this, but something more up to date? Can't this be done in a much simpler way? Or is this still the way to go, and i should just pull myself together?
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