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About rd1010

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  1. I'm trying to create smoke letters or just smoke as a shape, like in the shape of a tube that curves. I've imported some geometry that is just a simple polygon curved tube and am trying to get the smoke to go inside of it and follow the shape but so far its not working, I have tried using a pump at the beginning and also without but it seems like the smoke is repelled by the tube object and it won't go into it... I am not sure if this could be some problem with the imported geometry... what is the correct method for making smoke into shapes? Thanks for any advice.
  2. I can't figure out how to increase or decrease the brightness of the HDR for lighting the scene, I'd appreciate any advice, thanks
  3. For reference... http://forums.odforce.net/index.php?showtopic=7037 I found this after doing some more searches on the subject
  4. I'm wondering if using an .FBX is the only way to export animated geometry for use in another program. I am hoping to export an animation for use in 3ds max but I am using the apprentice version. Thanks for any advice on this.
  5. In Maya you can create polygon text with quad subdivisions and subdivide it really highly but I can't figure a way to do this in houdini, when I create the text then convert to poly and try to subdivide it just turns it to crap... is there a way to subdivide text? thanks
  6. I got this file from the houdini exchange that is for car paint: http://www.sidefx.com/index.php?option=com_wrapper&Itemid=152 It was done I'm guessing before the VOP network so you can't go through it like you can now to look at the different pieces... I'm wondering if anyone has any hints as to how the flakes are accomplished. Thanks
  7. Thanks for the responses, I will have to look into those things but for now I guess its simplest to just try increasing the shader quality, not sure if I had tried it but maybe I was distorting the image too or forgot to reduce the specular on the decal
  8. I have 2D images that I want to put onto a 3D object, basically its like a sticker where it conforms to the object's shape. However, when I do this within my scene and take a render it seems to end up degrading the quality of the original image. (this makes sense since its essentially like taking a photo of a photo) I'm wondering if there is a way that I can just pass through an image to the compositing stage while keeping it the same size, position as if it were wrapped on the object. I hope what I'm saying is making sense.. would appreciate any advice.
  9. Thanks, dajuice.. this gets it to work.. this had been driving me crazy
  10. I thought it would be straightforward too but I'm getting some very strange results when I try to move lights, also I have to dive into the light object to be able to move it, when I try to just select the object (like a normal piece of geometry) it never gives the move option... I will see if I can put together a file that shows the problem I'm having as it is seeming very strange to me, for example I'll place a light inside a box and then move it completely outside and it still even shows just as if it were in the original place (on the renders)
  11. This is something thats bothered me for a while in houdini but I never got around to asking about it... it seems you can't move lights around within the scene? I mean, I know how to move the light object (by diving into the object and then highlighting it) and then I can move it around in the viewport but it never changes the effect of the light, it just stays in its initial position as far as how it shades the object.... I would appreciate if anyone can explain to me the proper procedure for moving a light, such as an area light. Thanks
  12. I have my object set up so that it has 2 different uv textures and has one material, the glass material, applied to it, you can see in the render one part is the "acio" text (this is a uv texture in the middle part of the object), then the area around it you can see another transparency area, this is the problem as this should not be showing up as in the vex network the transparency is set to layer 1.. as I understand it this would correspond to the uvtexture in layer one of my object... am I missing something? I am having a similar problem when trying this with a displacement map. I would greatly appreciate any advice on what I need to do to be able to apply a transparency or displacement map to only one UV area of an object while using only one material for the entire object (the reason being for needing to use only one material is to be able to apply a gradient decal that covers the entire object) transparency map issue.hipnc
  13. Thanks, I appreciate your posting this, I will take a look tomorrow, I just wasn't sure where the inputs go as I've only done vex shaders so far not displacement.
  14. I'm having some weird problems that I can't figure out using the regular mantra displacement layer (where it won't let me show a displacement on just one of the UV areas of the object, it seems to always show it on the others too even though its specified to only show on the one layer)... I figure the best thing to do is just do my own VEX displacement network so I can control every aspect of it... but I can't seem to figure out exactly how to pass a texture map (displacement / heigh map) through to the output... if anyone has a link or could post a quick example of this I would be very appreciative.