
roughsporty
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0 NeutralAbout roughsporty
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- Birthday 10/22/1969
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Name
Thies
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Location
Austria / Innsbruck
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(mix color) bias amount based on a certain value?
roughsporty posted a topic in Lighting & Rendering
I want to mix the color output of the ramp with the color output of another ramp based on a certain color range. For example, the second ramp should only mixed in if the Cd value of the first ramp is less than 0.1 (the whites only). So I thought it would be possible with the color mix node but I don't know what variable to put in into the bias amount. Or is there another way? -
Hmm, so easy :-) I thought that the rest vop in the shader is doing the same as in the SOP context. Thank you
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I have made a material for a simple ball. But it seems that the material changes if the geometry will be deformed. For a test scene I will be have soft body balls and want to use a procedural material with noise but the noise pattern should not change as you can see in the screenshots. It just should follow the stretching ball. I think it has something to do with the procedural material which I have put together. Would be great if someone can have a look. Thanks test.hipnc
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But do I have access to the presets of the physicalSSS vop in the default surface shader?
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hm, it seems that the PhysicalSSS has more functionality than the SSS section of the surface model. If I use a Mantra Surface Node how can I easily implement the PhysicalSSS vop? I'm not a shader guy and wouldn't create a shader from scratch.
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Thank's edward. That's what I'm looking for
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I want to creat a procedural staircase. Has anyone done this and can help me? Thanks
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Ah, thanks, I have used the volume viz node to after loading in the bgeo. So with that, I have also a colored representation in the viewport. Thanks a lot
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For example, I have used the shelf tools to create a sphere and a pyro flame. in the DOP I/O I can export my simulation frames as bgeo. There is a DOP Import node which "get's" the visualisation from the DOP network. But, have saved my bgeo files and don't need the DOP anymore. How can I read in/display my visualisation data in the viewport?
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I've tried to install it as described on OS X 10.8.5 and Houdini 12.5.469. It seem's that it isn't recognized by houdini because I don't have the sop nodes and don't get any error message. Any ideas?
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... they are going open source ... COOL ... LOL
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is there a way to copy a geo (for example a Tube) on each fur in a fur system and match the deformation from the furs?
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I want to simulate falling snow with particles and maybe with an attached mini-geo which makes pleasing snowflakes. I came up with the idea to displace the landscape incrementally for every particle touching the surface for a certain amount. So that the particles are just for the forming of the landscape and after that to make a nice render of a winter scene. Can anyone out there point me in the right direction or give me some hints to start with? Thanks
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I would like to create a brushed steel material base on the mantra surface shader, or from scratch with the lighting model. Any suggestions how to create this procedurally without a texture? Thanks Thies
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I will testing for you too