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Hello everybody, I'm new to fog shaders and I had a couple of questions : 1/ How do I create a layered fog shader ? For example a ground fog, density fading on Y axis mixed with a noise to randomize the effect a little bit . I believe I have to play with VOPs, as I couldn't find it in VEX standard library. 2/ I would like to create a more sophisticated Image 3D Fog shader, for example add some turbulence, and other effects, do I also have to use VOPs ? I believe these questions have quite the same answer, basicaly I just need some help on the methodology to create a Fog shader. thanks in advance. Julien
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thanks !
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Hi everybody, I am using a ASAD light shader on a sphere in order to use this sphere's point as cone lights, but I wonder how I can assign a color ramp to this ASAD light shader. For example I would like to have the top point to be blue and the bottom point to be red, basically asigning a Color on the Y axis. Do I have to use an image map, even though that is not very flexible ? or maybe an expression in an attrib Create Sop ? Thanks in advance Julien
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yes, that actually makes sense Thanks for helping ! By the way, I turned off "Use indirect references" and I passed some param's on the shader and it's working well also thanks !
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Hi Everybody, I wonder if it is possible to randomize values of a shader, directly in VOPS or using expressions in the parameter field ... For example, is there a way to randomize the diffuse value of a shader applied on a stamped copy object ? Thanks in advance Julien
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Using a POP attribute inside a Copy Sop
Undertaker replied to Undertaker's topic in General Houdini Questions
Hey Steven, Thanks for helping, that's working perfectly, as always ! Julien -
Hi Everybody, I created a POPnetwork , it's plugged in the input 2 of a CopySop (Template to copy to) . For the Input 1 of the Copy SOP I just plugged a Sphere. Inside my POPnetwork I used a Proximity Operator to add a Nearest Distance Attribute. Now back in my CopySOP, I use stamp inputs . So basically I would like to use my "nearest distance attribute" to drive the size of the spheres (so they don't intersect), using a "param" in the size parameter of the SphereSOP. I'm not sure if I have to use "poppoint", and also how can I itterate within the points of the popnet for each sphere copy. I hope I'm clear enough Thanks in Advance Julien
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thanks Jason MG : that's part of things to fix
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the body was modeled in ref pose than deformed using houdini's bone deformation, clothes were modeled after, directly in pose
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Merci, Did it the artisanal way Poly and Subdivs .. no solver or dynamic system used .
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Hello Everybody, Here is a character work in progress, I used Houdini and Lightwave for modeling, I still have to fix some stuff. I plan to render it with Mantra Julien.
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Thanks Edward ! That Helps a lot Personally I think that it may be usefull in the codex section ..
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Well, let me finish it first Shouldn't be much of a problem to make a walkthrough within Houdini
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thanks Well I was thinking about hotkey presets, for example, one set of hotkeys for modelling, etc ...