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schwungsau

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Everything posted by schwungsau

  1. meshing fractals

    trying out the golden ratio. this onces are rendered with cycles.
  2. meshing fractals

    playing with more triangle:
  3. meshing fractals

    i had replace the images in previs post, i change my webserver. new stuff, playing triangles:
  4. meshing fractals

    i explain the basic here: http://www.gridmarkets.com/heribert-raab
  5. rendering fire, test renders

    oh you using the volumes to light env. ! this is always expensive to render..... a common solution is, to mesh out the heat or temperature field as simple poly object give it a orange/yellow texture and use it to light the envr. looks pretty nice and render a hell lot faster. btw. the only "rea"l solution is this here: http://www.cemyuksel.com/research/lgh/lgh-high.pdf
  6. rendering fire, test renders

    for mantra you should try increase the minimum samples... ray samples settings like 3/5 may give you less noise... also diffuse quality have a big role in reducing noise with volumes.
  7. OpenCL error

    without any code example its impossible to say....
  8. wrapping geo like Wrap3

    the only save way would be unfold the geo in one 2d plane (pretty much uv unwrap) for boeth geo and match uppoint wih point clouds radius. to make it in vex it could a little tricky..... i 've never did it in houdini...
  9. wrapping geo like Wrap3

    point clouds would better then ray sop.... *edit: actually ray-sop and then point cloud look up works best.
  10. face meshing

  11. Fluid Sim, Higher Resolution?

    there many ways to transfer flip particles to another constainer. you simulation waterfall there is no need to sim the falling water and lake, where the waterfall hits it in the container. sim first the waterfall and the sim the lake. in his current example i split the sim in 5 different containers to maximize resolution.
  12. NPR rendering with Houdini

    i am starting to experiment some Non Photorealistic Rendering. First i am starting off with non animation Versions. simple point replicate rendered disc's: Houdini viewport: constant shader in mantra: working out some edge strokes and rendered with toon shader: scene Files: point_repli_v001.hiplc point_repli_v002.hiplc
  13. NPR rendering with Houdini

    just for the records: painting with polygon method. the rendering is slow and its hard to a get good reading on detailed Models. it works better for lowpoly stuff.
  14. NPR rendering with Houdini

    its just a thread not a gallery just checked mantra, vray, octane or arnold does not support motionblur with displacement maps.... it apperars to be a lightwave only feature...
  15. NPR rendering with Houdini

    check out the last hip file in Painting with polygons thread.... it uses a nice shader setup....
  16. NPR rendering with Houdini

  17. NPR rendering with Houdini

    it works the some way. To drive your displacemen,t you can not use "$F" (fullframes) for driving your displacement offset. you need to use regular keyframes, $FF or $T*24. In mantra you need to set the geo-samples up to 10 or something. it works with pointvop or displacement textures. i will post example scene later on....
  18. NPR rendering with Houdini

    i am trying to get same pencil lines into the rendering:
  19. NPR rendering with Houdini

    this time i trying to create fake occlusion with pointclouds to create same NPR with extra displacement:
  20. Best NPR ever

    houdini have a lot potential, mantra is extreme hack-able for this kind of stuff... its also area which i wanna get into it. also check out http://photodonut.com/ --> pretty cool and node based
  21. Fluid Sim, Higher Resolution?

    There much better options then chrono-sculpt in Houdini. (basically, you could build a rig which works like chrono-sculpt). its my favorite workflow --> shoot particle in some direction and make cool in post processing --> artist friendly and fast. but there is no one node-do-it all-tool. Typically you start with sculpting / upresing particles before you start to mesh --> this make meshing fast and efficient and looks better then just drop down a fluid surface node. maybe, i do to tutorial on this. you should look in pointclouds. pointclouds can calculate stuff are very fast, you can get normals and/or density on particles --> you will have attributes like a mesh --> now you can sculpt, displace or deform your particles like mesh in zbrush or build custom deform tools etc.
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