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About smbell

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  1. Procedural rocks carved in vdb

    I'm really struggling with this same exact thing as the OP, could you possibly share your workflow for some of the images you posted?
  2. Volumesample with Noise

    I've been going down the same route you were trying to figure out how he pulled the rock noise off. Do you think you could elaborate a bit on this?
  3. Really cool, I'll have to check that out further. This was more just for me to learn heightfields. I just finished a maya project using actual lunar data using http://imbrium.mit.edu/EXTRAS/SLDEM2015/TILES/JP2/.
  4. That's a pretty nice way of doing it! I appreciate your help. I tend to overthink things the longer I sit here and rack my brain over it.
  5. I'm trying to achieve a moon surface with craters that can overlap at least semi correctly and have crater inside crater action. It's going to be eroded and processed after, so it doesn't' have to be totally perfect. I've tried a for- loop with height field layer, but I can't get them to replace each other and overlap correctly, I've also tried a for-loop with feedback with attribute transfer and a vops ramp, but same deal, I can't get them to layer correctly. I played with cops for a while, with a loop in there, but it seems like there has to be a solution using geometry. I've spent a couple days on this, so I'm officially looking for some advice. cratered_terrain_11.hiplc Edit: I haven't had a chance to try it, but maybe I could flatten the terrain in a step before layering in the new crater so it would always be layered over nothing...
  6. I think I may have figured out what is causing it. It looks like the RS light dome is causing there to always be reflections/specular and doesn't seem to respect the openGL settings...
  7. oh sorry, I didn't realize I was in the customer only section when I pasted that. This is what the guy said, which seems to be the same issue I'm having, except the issue seems to affect more than just the specular map from my experience. I can whip up a sample scene and attach the hda when I get home tonight, but it is pretty simple to recreate, essentially none of the openGL specular controls work when added to any shader.
  8. I'm trying to get a very basic viewport shader representation going for my redshift shaders, although this issue doesn't really have anything to do with redshift... I've added the Diffuse Texture Layers from the parameter interface and my diffuse texture loads fine, but the material is super shiny. I have added all the specular and various other related parameters, but it seems like the specular value doesn't work at all to lower the specular. I can increase the roughness to 1 and that works, but it's still showing specular, just very rough. The Enable Specular checkbox also doesn't work, nor does the specular intensity slider. Turning off the specular component in the High Quality Lighting viewport options doesn't work either. I started from this thread on the RS forums where someone made a nice HDA for the redshift shader to show in the viewport and I was trying to make my own basic version to learn about the openGL viewport stuff. https://www.redshift3d.com/forums/viewthread/24071/P45/#151805
  9. Houdini needs a hardware accelerated display adapter, I'm going to venture a guess and say that a VM like that doesn't have one.
  10. L-system Growth?

    From looking at the houdini UI sections, it looks like he's essentially taking those chunks of crystals he shows at the beginning and unfolding them kinda like a sectioned robot arm unrolling. Looks like it's just a bunch of those all interpenetrating together happening at once. I don't think it's more complicated than that, but I could be wrong.
  11. Calculating a rotational matrix.

    I know this thread is super old, but I just wanted to say how much this file has helped me. In the process of converting them to vex and having all the different combos of rotations is so awesome!
  12. Thanks for the reply, I'll give your suggestions a try!
  13. I’ve got a simple voronoi fracture sim with added edge detail (from Jonny Farmfield's example). An object from two Boolean’d spheres falls and breaks on the ground. Everything is working great except I can’t figure out how to get my RSNoise bump texture to stick to my fractured pieces. I’ve tried to do everything suggested from my search results, but it’s not working. I tried to create a vertex UV attribute as well as a rest SOP to no avail. I’m quite certain it’s something simple. Always is. On a side note, I am creating three point attributes from boolean and fracture groups to pass to my redshift shaders, inside, outside, and ainsideb. This works great and is picked up by RS even though I’ve not specified that the attributes get passed through my assemble SOP. When I do pass them though explicitly they get all jumbled up and don’t correspond to the right points anymore. Does redshift just figure out these attributes on it’s own. They aren’t even listed in the Geometry Spreadsheet yet work correctly. I didn’t want to assume this behavior as it might be messing up other attributes needed for the noise to work. I’ve attached a file. simple.edge.displace.v7.hiplc
  14. Learning VEX via Animated Gifs - Bees & Bombs

    Hah, thanks. I'm pretty sure I wouldn't never guessed that.
  15. Learning VEX via Animated Gifs - Bees & Bombs

    No matter what I fiddle with, I can't seem to get my viewport in a fresh scene to show the curve width. The attribute is there and it will render in mantra. What's the trick to that?