Jump to content

Search the Community

Showing results for tags 'color'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Lounge/General chat
    • Education
    • Jobs
    • Marketplace
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 83 results

  1. LYNX | Free VFX Tools

    Hey folks, proud to present LYNX Tools, a collection of production proven open source tools to accelerate your workflows! All mentioned tools are free to download via the links below and are licensed with a full HoudiniFX license. All Houdini Assets have complete Houdini native documentation available. Repository: https://github.com/LucaScheller/VFX-LYNX Lastest stable release: https://github.com/LucaScheller/VFX-LYNX/releases Please give them a test drive, so we can improve them further Roadmap | https://github.com/LucaScheller/VFX-LYNX/projects/1 So far there are three tools: LYNX_force_general | Tweak your sims with this all purpose & intuitive force field. Built to mimic force fields in other DCC applications, but with support for more features and a natural Houdini user experience. https://www.lucascheller.de/vfx/2019/03/24/vfx-lynx-houdini-force-general-asset/ LYNX_fabric | Create fabric/weave patterns with ease. Perfect for creating that holiday sweater you never wanted. https://www.lucascheller.de/vfx/2019/03/16/vfx-lynx-houdini-fabric-asset/ LYNX_velocity | Get control of your velocities via an intuitive UI or groom them for absolute fine tuned control. https://www.lucascheller.de/vfx/2018/11/01/vfx-lynx-houdini-velocity-asset/ More info on my website, including full release logs: https://www.lucascheller.de/blog/ Houdini User Group Munich Presentation: https://vimeo.com/334887452
  2. Hi; Is it possible to transfer colors from geometry's material to points? I found this thread: https://www.sidefx.com/forum/topic/12562/ But I want to get texture from any input geometry, procedurally. Thanks.
  3. Hi everyone! Im new in houdini, and i search a way to make the effect of a sphere touch example a planes and transfert is color… If i export it in alembic, the geo preserve this new attribute? Or they have a way for that? Thank you! :)!
  4. Hello everyone! I am new to houdini and I am currently working on PyroFX I'm trying to apply the color of my pyro to my geometry, from the informations contained in the Heat or the temperature. The information is in the voxels, so I can not transfer it to a shader or apply it to my geometry. I do not know if the sample volume would be a track for you. I'll give you a scene, if you could enlighten me on it. A big thank-you! color_attribute_tranfert.hip
  5. Hi, new poster here etc etc This should be a REAL easy problem to solve for you guys, unfortunately I'm very new to Houdini so basic stuff still escapes me, and I couldn't find any resources at all that match what I'm looking for. I'm trying to create an effect where everytime a human model steps on the ground (so when the feet make contact) the attributetransfer color forms a 'ripple' on the ground, as in it starts in a small filled circle, then gradually expands outwards with an increasing gap in the middle (similar to how a torus acts when its radius is scaled) - this is how I've actually achieved the effect, by using a torus object to transfer the color. However, I need this effect to be completely procedural, so it occurs each step without having to use a different shape each time. I'm sure there's a very easy method to this that I just haven't seen. Any advice would be greatly appreciated!
  6. Hi all, I've made a Color Sampler asset that samples colors from an image. Colors can be sampled with points on a line, on a grid, randomly scattered points or with input points. It's also possible to sample the most frequently occurring colors. The sampled colors are stored in a color ramp which can be randomized. You can download it from https://techie.se/?p=gallery&type=houdini_assets&item_nr=6.
  7. Hello, I'm trying to transfer point color from static object to an animated one. the color does transfer however the red marks seem as if they're moving not with the animated poles. the two objects are identical. houdini 16.0 . 2019-04-01 09-20-18.mp4
  8. Color drops (flip)

    Hey magicians, I need to create something like this for a client, some sort of flip drops that need to be timed with music. My first thoughts are create a flip tank with some particle system falling down that act like drops, and use the "hit" parameter to make them light on? (not sure about this part). Shading will be done with redshift. As for the timing with music, I think COPs is the way to go. Any tips on how to achieve this will be super helpful. Thanks in advance
  9. Hello everyone, Here is my problem, i'm new as houdni user and i followed the embroidery tutorial from entagma, once finished I have added some extras stuff but my problem is when I want to export, I want to export by color ( or group color ) but I don't know how to proceed. Can somebody help me ? Thank you everyone . link to the tuts : http://www.entagma.com/fakebroidery-needlework-in-houdini/
  10. Color by group

    Hello I have several some groups (grp_A, grpB, grp_C, grp_D), how do I separate each group with a different color? Thank you.
  11. Hey, I'm trying to get this stick to points constraint to update every frame so I can have this cloth sort of peel down over time. Thought setting 'create constraints' to 'each frame' would make it work but doesn't work. Also tested using a value instead of an attribute which also doesn't work. Any pointers greatly appreciated. Attribute_Val_Cd.hipnc

    I am new to houdini and wanted to ask how Tim van Helsdingen grow this color from minute 9:50 ? The Youtube link :
  13. Hello! I can't wrap my head around this one. I applied some random colors on the primitives with the default @Cd attribute & set the roughness to 0.1 on the principled shader. The colors show up and everything seems to work fine. BUT, just as a test, I tried to bind a custom roughness attribute with the same exact roughness values (0.1 on all primitives, just like it's set on the shader) and when I plug it in, the colors don't come through... I get a black & white render instead. I am lost as to why the shader/renderer is behaving this way... logically the outcome should be identical & I have no idea why the colors disappear. custom_shader_attribute.hipnc
  14. I've generated a bunch of wires which I then applied a wiresim to. Now after this I want to change the colors of the primitives through a texture map. I'd like to do this after the simulation so I can change the texture without having to run the simulation again. Usually when applying hair material to hair you can add a texture map to the root color. This will then allow you to color in the hair based on anything. This doesnt seem to work with my generated wires though. changing the root and tip color does result in a gradient over the strand like image 1. But applying a map projects the entire image per strand. Is there any way to adjust the colors to what I want? Edit for slightly more informaion: So it would be nice to have the strands inherit the color of a texture somehow.
  15. Colored Smoke with CMYK

    Last week a guy asked in the brazilian houdini group, in facebook, how to simulate colored smoke. I believe there are lots of hip files with this kind of effect, but while thinking about it, it came to my mind the possibility of using CMYK instead of RGB, since cmyk is more suitable for mixing colored things other than light. I couldn´t spend more time testing it or improving the file, but it seems to work, so here´s the hip file. colored_smoke_V002.hip
  16. Hi guys. I am trying to utilize my point attribs in a volume. how can I: - set the volume color (shade the volume) using my point color? - when volume is created, get it to read already set density values on the points. (volume rasterize). attached is an example file. cheers colortovolume.hiplc
  17. Hi, I am trying to figure out a way to mix smokecolors in DOPs without the effect of the velocity "Maximum" setting. Its a bit hard to describe so just check out my file. I have two methods of mixing the colors. One is done in DOPs putting Cd in the velcity volume of a source volume and setting it to Maximum. Because it is set to Maximum (because of the lack of another better working mode), colors tend to blend in a (somewhat expected) weird way. so two voxels, one with color (1,1,0) and the other with (0,0,1) then blend together to something that is (1,1,1). And I'm pretty sure blue and yellow smoke do not mix to white smoke ;-) The other one is done using particles which inherit the emitters color and are advected by the smoke. In a postoperation I transfer the color of the particles back into the volume and because it extrapolates it gives a nice colormix that is more of a blend operation and looks correct but its way more processing intensive (especially with highres volumes and lots of particles). So my question is: can the result of the particle workflow be somehow achived in dops without using particles? PS: I did try to do the coloring in a shader and it worked (its not in the file), but I would still need to create particles and I guess there would be a pretty large hit in rendertime sampling those particles in the volume. Cheers, Ronny colored_smoke_v03.hip
  18. Hey magicians, I'm working on a flip river wich I need to have color attribute, followed H16 Flip Masterclass and get there, but then I tried to add color in several ways but I can't get it working. I tried adding a sop solver to dops with attribute transfer, but the color didnt worked on the motion. Also tried making source volume with points from volume with uv texture but velocity gets weird. Working river without CD Cd particles with weird velocity Any tips on how to fix this? attaching a hip. Thanks in advance flip_issue.hip
  19. Hello there!! I have this sphere, and I want its extrusions to have a gradient in its colors. The pick to be the more intense and the base to have the same color with the base of the sphere. How can i do that? Please help!! cheers!
  20. Hello there!! I want to select all the primitives that have a specific attribute - @P = 0 - and assign a specific color to them. How can I do this in VEX or with nodes? cheers!!
  21. Hello there!! I want to select all the primitives that have a specific attribute - @P = 0 - and assign a specific color to them. How can I do this in VEX or with nodes? cheers!!
  22. Noise in particles

    I sim a particle system, I want to put some nois after sim but Cd color is not baked at the particles, how can I baked it ? does Anybudy have clue ?
  23. Smoke changing color

    Hello! I am new to Houdini, but am attempting a fairly complex effect. I need to emit smoke and particles from a piece of geometry, with these specific characteristics: The smoke and the particles must start off as grey. The particles should be emmited from a black-and-white mask that is mapped onto the emmiting surface (white=emit, black=no particles emmited). This texture should be animated. The color of the particles should be defined at particle birth by another moving texture (an animated fractal noise, for example). At 1/3 of their lifespan, the smoke and the particles would change into two different colors (blue and pink,. I am guessing that the right way to do this is to start with the particles, and then copy the color attributes onto the smoke. The two should move together, so... should I first do the smoke, and them move the particles along the same forces? Any help would be greatly appreciated! cheers, Diego
  24. Hello, Small problem this morning. I have a flower in Houdini that's been cached out as a .bgeo file. The flower opens and is supposed to emit particles, which I'm controlling the location of emission with a paint node and a timeshift after that. Just following the tutorial, as you do. After the timeshift is a scatter with the Density Attribute set to Cd and after the scatter an Attribute Interpolate node so I can put the points back onto the moving petals to get a velocity from the points to emit water and so on. The problem is that the color value from the paint doesn't stick to the moving bgeo geometry and when the frame moves will break up the color, thus scattering the particles in a new way on every frame. Even a quick copy paste from his .hip file to mine doesn't work after I change the paint node to fit my geometry. Every value is the same and I'm confused. Is there a better or any other way to lock color values onto a cached bgeo file?
  25. Hi, I'm trying to pass the color from polygon to VDB, transform the VDB then apply the color back to polygon but I don't know how to do. I tryed to use "VDB advect points" but I can't figure out how it's working and if it's the right solution. Charles VDB_color_uv.hipnc