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Showing results for tags 'Mix'.
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shaders Layering Shaders With map ? (Mantra)
quentin posted a topic in Lighting & Rendering + Solaris!
Hi everyone, I'm currently working on a material who mixes 2 shaders and I'm facing a stange issue. How to layering 2 shaders using a map in houdini ? I tried using the layermix and it works but only using a noise as alpha (pluged in alpha) But when i'm trying to use a map there is only the shader 2 who is render the map I want to use is a .pic sequence has alpha and using as mask for wetmap. Does anyone know the right way to use a map as mask for shaders ? maybe I'm not using the layermix correcltly or maybe using a texture node plugged in alpha is not the good way to do it..I don't know. There is not much information about the layermix in Houdini Help... Thans for your help ! -
Is there an easy way to blend two vdbs using for example a gradient on the Y axis? i have a displaced fog vdb and i want the displacement to happen in a certain area. Can i control that with a mask somehow inside the volume vop or do i need to blend the fog vdb without the displacement? Any workflow tips?
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Hi, I have a problem to render Mantra with multi object type. Whening clicking render button from render view, it shows messages, 'generating scene' and 'Rendering(0.0%)'. However, actual rendering won't start. I am guessing problems are I try to merge different types of geos and render it as one Geo object. Is that really problem for Mantra???? here is test details; 1 - there are polygon, packed Geos, packed fragment, and (polysoup if unpacking ). Of course, NOT merging volumes 2 - This problem happens with turning on motion blur in Mantra. There is no problem with motion blur OFF. 3 - Mantra render's motion blur is ON, and delete attribute v (and w). Then rendering is working. 4 - surprisingly when changing order of merge-lines, rendering works somehow sometimes., strange !! Thus, I have not found logic to fail render mantra. If you have similar issue and solution, let me know, thanks!
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- render problem
- multi object type
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Hello I am trying to mix/combine the density and colour of two different VDBs into one VDB in Houdini (image 1, file attached). For the most part, this is working as desired but there are two main issues: 1. Pink fuzzy edges around the blue VDB - How do I get nice clean edges where the blue VDB smoothly fades out to transparent? (image 2) 2. Blue VDB does not go all the way to the border of the pink VDB - How do I make sure both VDBs finish on the same outside border? (image 3) I have tried adjusting the voxel size, changing the set up of the VDBs (ie. the exterior/interior band voxels, fill interior) but I can't seem to get it working the way I want. Can anyone please help me? I have only been learning Houdini for just over a month so example files would be helpful. Thank you! Mix VDBs.hip
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Greetings. I am the filthiest of noobs and i found a problem i havent been able to solve. I made a very beautiful flip fluid simulation in which two liquid sources mix together. (lots of tuts out there so it wasnt hard for me to do it)...... Both sources have different color attributes and density attributes and they mix flawlessly..... I was successfuly able to do the simulation YAAY!. The problem comes when our pipeline DEMANDS to render in Maya Arnold........ I export the VDB poligon soup via a Rop alembic output node...... and create an alembic file (it exports, it imports into Maya, no problem) BUT..... when i have it in Maya, I havent found a way to mask the fluids, so an AI mix shader lets me use two AI shaders as the two liquids and lets me mix them as they were in Houdini....... I understand there are "Weight attributes" that come with the alembic and they should be the ones helping me mask the fluids, but i really dont know how to do it...... Im a noob both in Houdini and in Maya. If anyone could help me showing me the workaround , i would deeply appreciate it.
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Hello ! I made an explosion and I try to make it loop with Timeshift and volume mix nodes, Sadly I feels its too limited as the fading between the two volumes are quite obvious. Is there a way to mix volumes with a VolumeVOP ? The idea is to add simple 3d noise as the volume fade in and out. Thanks a lots
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Hi guys I'm doing a BSDF mix in vops with a float attribute which is defined by an attribute transfer. but as you see in the image the mix between two shaders (sss and steel) is not correct despite the attribute is 0 or 1 for all points. can any one please explain to me the probable reason? is there an alternative way? Thanks in advance
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Hello Od|forum! I ran into a little problem. I had the idea to make a procedural texture. I wanted to use ambient occlusion to blend texture A with texture B. I used a Pointvop to blend the two textures. Two Colormaps hold the two different textures which both go into a Mix. I used the AO I already got on the floor as the Bias in the Mix. This method kind of works. Texture B, which is green, is in the places I want it to. Texture A as well. However; both of them do not have the checkered pattern that is in the texture. Is there someting I missed? Or is it a viewport thing? Thanks in advance! -Bram Texture_Mix_Problem_01.rar
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Hey guys, I'm trying to create an effect, where spheres move from the centre and after a certain frame, they all fall on the ground after each other. I've created pop net which drive the movement of spheres. I've tried to achieve the falling of spheres in two ways: 1., force and collision in popnet - works nice, but the rotation looks funny when colliding with the ground + I can't come up with a way, how to make the spheres fall after each other (so they don't just fall on the ground at the same time) 2., rigid body for spheres - I can't find a way how to mix the velocity from pop with rigid body. What I did was, that put a switch node and after a given frame - pop driven spheres are invisible and the RGB spheres become visible, but I suppose that is a very nooby way of doing it There is a visible difference between these two ways, because the popnet driven spheres fall down nicely and the fall looks more natural. With RGB spheres you can see when the movement is switched. Is there a way how to take the velocity form the popnetwork for each particle driving the sphere and blend it with the RGB simulation somehow? Or in other words, could I make the rigid body simulation of spheres make look like the one I created with the popnet? Sorry if there already is a topic explaining this problem, but I wasn't able to find it yet. Thank you RGB_POP.hipnc