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Found 76 results

  1. Good evening! Can I ask U guys for advice? Im trying to create ramp between three textures (but with same uv map), defined by paint SOP on pighead testing geo. And what I want to ask U is: Does it possible to somehow assign different textures for each color, in redshift? Any advice will be very, very helpful to me! Thank u guys so much! textures_issue.hip0.hip
  2. Baked N texture is "tiled"

    Hi there! I have quite stupid problem with attributes baking to texture... I need to bake high poly on low rez: I am using the "old school" way by using bake texure operator, not game tools (because the pipeline must be stable without any beta tools involved. Result is good enough except edges sharp edges on Normal map: I wouldn't make a flat source as Rohan advised here: http://www.rohandalvi.net/baking Can you advise me please how to avoid that "tiling"? This is my scene: ProceduralBaking.hip Thank you in advance!
  3. Hello, I'm trying to assign identifying colors through textures. My models will have UVs with the appropriate textures made for them. I'm doing tests now and am having trouble transferring the texture to the geometry. I'm using the attribute from map SOP and my UVs look correctly laid out but the result is not right. However when I apply the texture with a principled shader it works correctly. Does anyone have any advice on how to fix this. Images of problem Thank you!
  4. Hello, Here is short video showing how volumes can be used to shade and texture semi-translucent organic things. Volumes For Organic Assets This approach allows to achieve close-up realistic organic look for semi-transclucent assets where SSS or colored refraction is not enough. An object with UV's is converted to signed distance volume with UVW grid. Then volume is used to set density and perform uv lookup in rendering. This way density can be adjusted by depth. I.e. not so dense near the surface and very dense at the core. Or not very dense, then dense patch like island of fat, then not dense again. UVW grid is used to texture volume. Different textures can be used at different depth. This approach allows very flexible yet powerful way to place any texture at given depth. Texture X at depth Y. I.e. big veins are 5mm under the surface. This approach is best for close up organic hero renders where SSS or refraction are not looking good enough. Attaching example file volumetric_textures_example.hip
  5. Hello guys & girls, I was wondering if there is a way to have Objects being fractured by a given texture like the Trace SOP does it, but on a existing object? Thanks in advance! Something like this:
  6. I am trying to bake textures into a new uv layout. I created uv2 attribute on vertices, but don't know how to tell baker to use it. An example of this in blender: https://www.youtube.com/watch?v=h880hxH-BC8
  7. Hello everyone! Please tell me who engaged in the creation of lava in the Houdini. I need to create a procedural texture of magma so that it follows the surface of the geometry. Also, perhaps you know how to create dark folds on the surface of the lava as it cools. Thank everybody in advance! The dark folds
  8. Hi everyone. I am trying to "copy" images onto my imported point positions in cops. In the example file, you will see that I have successfully imported my point position into cops, but I am not sure how I can go about placing an image (the center of that image) on a point coordinate? obviously I would want to control the size of that image once placed but I can cross that bridge when I get there. Thanks in advance. texture_placement_odforce.hip
  9. Is there a way I can get the colour from the Heightfield Quickshade into a cop2net. I've tried sop import but it only cares about the heightfield planes (height, sediment, debris...), but I need the colour. The real objective is to get that quickshade result out of Houdini. I couldn't do it with a heightfield output, so I thought I should try via the cop2net. But first how to get it into the cop2net?
  10. Attract/Morph particles to texture

    I have quite a simple question but haven't been able to figure it out yet. Using attribfrommap I have particles getting generated from a texture (e.g. circle). How can I attract/morph these particles to another texture (e.g. rectangle)? Thanks
  11. I'd like to use tx as source texture format, not ask any renderer to convert sourec pngs or exrs, but start from the beginning with tx format. Is there a safe and reliable converter to tx? I've already searched, but I'd like to get your view / which one you use / which one you recommend.
  12. Export Fractured Geometry

    Hey, how can I export fractured objects from houdini to Blender or Maya to texture them. thanks in advance
  13. Export Fractured Geometry

    Hey, how can I export fractured objects from houdini to Blender or Maya to texture them. thanks in advance
  14. Hi, is there a way ro reach texture from Agent materials? opdef:../..?clothing_`padzero(3,ch("../../texture"))`.jpg I need just slightly edit it... Thanks BK
  15. Show textures in the viewport only works for me if I plug the texturepath directly into the shaders parameter. If I use a texture sop or create a string parm to the texture it will not be displayed in the viewport. A workaround is that I unlock the shader and create a parameter inside with the path to the texture and with "texture" tag. But outside of the shader on mat level it will not work for me. Any tipps how to fix that? Thank you.
  16. I've created a subnet that sets up the UVs for texturing and it works correctly, until I apply a Voronoi fracture node, after that the texture no longer aligns properly. I've attached my scene file. Thanks a lot! ImageBased_Destruction_Cobble_Test_003 .hip
  17. How do I get out as an image the texture I created with heightfield quickshade?
  18. Hi all, I need to use OpenGL cards for a project, and I'm noticing an issue with transparency. In the pictures below I have a transparent tif. From head on, the alpha works perfectly and I can see everything behind the texture. The more I look at it from the side, the transparency goes away until it is basically opaque. I noticed in the OpenGL docs http://www.sidefx.com/docs/houdini/props/material.html#ogl that there are separate tags for alpha and alpha parallel. I can't find any way to apply the image alpha to the parallel alpha though. It works fine if I turn off use lighting, but I actually need to light my cards for this one. Any help is much appreciated! Thanks for taking the time to read. Dylan
  19. Hey guys, Any idea on how can I apply an image sequence on multiple objects? I have this set of grids and a sequence of textures to apply on it but it can't be randomly. My first thought is through stylesheets (like on crowds) but i'm not sure if this is the best approach. (the original setup doesn't have a copysop though, so I can't use stamps) this is the jpg sequence i have: Scene file is a attached Thx RnD_Texture.Sequence_v100.rar
  20. Hi, I want to emit fire from a geo and use a texture mapped on that geo to control the fire emission. I know there is a way to scatter particles on a geo and then use a texture mapped on that geo to control those particles scale and then use them to emit fuel, but I would like to know if there is a way to directly use a texture on a geo emitting fire to control the fuel amount so when there is a gradient in the texture, the fire really fade correctly instead of just being emited by smaller particles in the grey areas... also I don't like the idea to have to use a really dense mesh to have enough rez for the texture to show in the scattered particles when there are finer details in the texture (or maybe Houdini is so powerful that it doesn't bother to do this...) In the doc about the "attribute from map" node, we can read this: http://www.sidefx.com/docs/houdini/nodes/sop/attribfrommap.html You can use this node to create density, fuel, and temperature data to drive a fluid simulation. Using the Fluid Source operator, this data can become a set of volumes to be used as a source for a fluid simulation. So by "fuel data" do they mean scattered particles as emiter? Or is there a way to use that node to directly control the fuel by a texture? tanks in advance for any hint folks!
  21. Hi, I want to emit particles from an texture just like in maya. I find the old thread here : but in houdini 16.5. That seems not work. . there are no " birth probability ",but "emisson attribute".And it says that it will use a point attribute.(but this will need very high mesh resolusion.) I fill the pic function in it ,but it returns an error. How to do this ? Thank you very much.
  22. Working problem

    Hello, Everyone. recently I meet a challenge: is how to let a lot of textures in the different grid, and it does not have the same one. I tried to input the stamp value to MAT or SHOP, But it doesn't work. If anyone knows how to fix that, please help me, I will be deeply grateful. 1. The first image is my failed work, I just want to get the second image result. but it clearly, I failed... I only get the first result.
  23. Hello, I am starting in Houdini. I am working in games/realtime apps area. I am stuck on trying to bake ambient occlusion texture for an enclosed interior. No openings, no light sources inside. I just need the AO. During tests: I baked AO for a simple cube but when I reverse the normals all I get is black texture. I'd appreciate any suggestions. I tried to follow suggestions from this thread: https://forums.odforce.net/topic/4082-baking-ambient-occlusion/ but without any success. ST-C
  24. Hey guys, I am having trouble converting a SHOP setup to the MAT network. I am sampling colours from a cached point cloud to change the surface colour and it works as expected in the SHOP network if I promote the pcopen file and pick a sequence. But it doesn't work in the MAT network, if I leave it as a flat network there is no where to promote to and I get the "time dependent warning" and putting the setup in a subnet and promote that still doesn't work. I either get the first frame of the cache sampled or nothing at all. Is it because the MAT network is just a massive VOP? And is there another workaround? thanks, Z
  25. Hi Folks! I'm quite desperate trying to bake AO. My Scene consists of a grid and the rubber toy. I want to have the AO on the grid. Could anybody give me a hand with the steps involved or point me in the right direction. I'm a noob trying to get a hang of it. much obliged
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