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Found 68 results

  1. Sup guys, anybody knows how to read houdini color attributes in octane for c4d? I tried exporting as alembic, that gave me a vertex color tag wich I plug into a vertex map on a material, but isn't working, the native c4d render seems to load it, any tips on this? Thanks!
  2. 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
  3. Hi, thought I'd share this in this section too: I wrote an article for the german “Digital Production” magazine about my free LYNX VFX toolset. For the article I made a couple of renderings using the LYNX fabric tools. Luckily it even made the cover Here are my personal favorites, the rest of the images can be found on Artstation. You can also find the complete scene on GitHub under the Demo Files. So now anyone can design an ugly Christmas Sweater;) Looking forward to seeing what you guys come up with, enjoy! Links: LYNX VFX Toolset Odforce Thread: https://forums.odforce.net/topic/42741-lynx-free-opensource-vfx-pipeline-tools/ LYNX VFX Toolset (Sweater Scene File included): https://github.com/LucaScheller/VFX-LYNX Artstation (HighRes Renderings): https://www.artstation.com/artwork/OyeY6g Digital Production Magazin: https://www.digitalproduction.com/ausgabe/digital-production-01-2020/ Alternatively view the article in my latest blog post: https://www.lucascheller.de/vfx/2019/12/15/ynybp7wpiqtshoy/
  4. Hi everyone, I'm trying to select the color from a point cloud (in the geo context). Separate them to apply a different pscale attribute depending of the color value. With VEX , it's easy to select separte RGB and CMY values with addition and subtraction : Red = @Cd.r - @Cd.b - @Cd.g Green = @Cd.g - @Cd.r - @Cd.b Blue = @Cd.b - @Cd.r - @Cd.g Cyan = @Cd.b*@Cd.g-@Cd.r Yellow = @Cd.r*@Cd.g-@Cd.b Magenta = @Cd.r*@Cd.b-@Cd.g My problem is that i lack a precise value to separate intermediate values, pastel colors, colors between two primary colors, etc ... How can i pick a special color to applied precisely my pscale value. Is it a good way ? Is there an other way to have a color picker ? a Keying function ? Hope this is clear, Regards,
  5. Hi, I'm trying to replicate the vomit tool being talked about in this GDC talk: I'm getting pretty confused by pretty much every step after simming the fluid. Im hoping someone can help me or point me in the right direction to learn about how I would: Convert the fluid into an SDF Write a script that will have every vertex in a grid sample the SDF Use that value to return a colour value Render out the resulting blob each frame aggregate all those frames into one texture that I can step through in engine If anyone can help me with any information to get through those steps I would be hella thankful!
  6. Python setHSV

    Hello I`m stuck with setting correct color to nodes. I would like to set value with HSV. I want to do slight automatic gradient when I creating nodes in network box this one work in RGB: my_list = [nullA, nullB, nullC, nullD] loop = 0 nodePos = -1 for node in my_list: node.setColor(hou.Color(0.3, 0.5 * loop, 0.8)) node.setPosition(hou.Vector2(0, loop * nodePos)) loop += 1 but cant find the way how to set values with HSV, from doc should be something like this: my_list = [nullA, nullB, nullC, nullD] loop = 0 nodePos = -1 for node in my_list: node.setColor(hou.Color().setHSV(50, 0.5 * loop, 0.8)) node.setPosition(hou.Vector2(0, loop * nodePos)) loop += 1 Thanks for help, Jan
  7. Hi all, I have set up a tool that takes an input mesh and performs an operation that writes new vertex color to this mesh. I am looking for a way for the HDA asset inside unreal to take the input mesh and overwrite the vertex colors of that specific instance in the world is this an achievable effect? Thanks all, Dom
  8. Hello, I'm currently doing a render of my sim and when I try to export the sequence, it will stick with "classic" sRGB. However my goal would be to export it with the ACES color correction I have in MPlay. Do you think it is possible ? Thanks in advance.
  9. Hi, I'm running into a little issue where I'm trying to randomize colors over bunches of lines. Basically what I'm doing is making a small bunch of lines, say 6 close to each other. Then I copy that bunch over a distance around 500 times. (See attached file) After I divide all the lines into 3 groups with group by expression and I assign a different color to each group. However this splits up All the lines created, what I want is to randomize by initial bunch so each bundle of 6 lines has a mix of the three colors. What happens now that I want to avoid is the possibility of 1 "Bunch" being 99% one color which can happen working with this many lines. Doing the group split before copying and transforming will give me the exact same randomization thus giving you a repeating pattern. How would I best go about this? Randomized bunching issue.hip
  10. Why is my Color Transfer Offset?

    Hi Guys, Im trying to achieve this stepped layering effect on my mesh and figured the correct approach woould be to use a shatter boolean with multiple cubes (which i have colored differently) and then transfer my Cd attributes across however although i am getting the hoirzontal cuts across my mesh in the correct place as intended, the color transfer is offset (almost as if my exactly half of the original cubes height) Why is this occuring / how can i make sure the color transfer occurs only between the cut lines ? Thank you
  11. Smoke density based on ramp

    Hi everybody, I am new to houdini and i am already scared. I know how to emit pyro from colors by using ramp than a delete node with a $CR < 0.1/.5/.8. on my emitter it work but i want to control the "density" of the emission based on the gray level of my ramp/paint node. Meaning white zone = 100% emission dark zone = 0% thanks you
  12. Hey there, first poster speaking So i have a id map of a landscape (an example is in the attachments) and i wanna get terrain masks defined by each color (green for grass, blue for water and so on). so i somehow need to transfer the textures's Cds to the heightfield to sample them, but i cant figure out how... :S in the end i would like to just define a color and the wrangle spits out a mask. sounds really basic but i have no experience using volumes. did research way too long for this, for something which surley could be done in minutes :S would really appreciate any help!
  13. 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.
  14. 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
  15. 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! :)!
  16. 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
  17. 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!
  18. 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.
  19. 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
  20. 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
  21. 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/
  22. 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.
  23. COLORED NOISE GROW

    I am new to houdini and wanted to ask how Tim van Helsdingen grow this color from minute 9:50 ? The Youtube link :
  24. 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
  25. 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.
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