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Found 53 results

  1. 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
  2. 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
  3. Hi, I came across the Visualize Noise Scale option in the Voronoi Fracture and realized this would be the perfect approach to texture a project I'm currently working on. What I'm after is a way to use a gradient or uv map so the inside fractures are textured like layers of peel. To illustrate this, see the attached image which is what the Visualize Noise Scale gradient looks like. How would apply a texture and UV map the pieces in a similar way? There is an outer color (blue) and the inner color (red) as part of the Visualize gradient, so there must be a way to map the fracture pieces using similar coordinates via UV or expression. Any help would be greatly appreciated. Thanks!
  4. Attrib From Map: Color too Dark error

    Hi, Hope someone can help: Screenshot Left: using "attrib from map", the color is too dark. Screenshot Right: using "UVquickshade", color is ok. How can I get the result on the right using attrib from Map? Thanks in advance for info! Mark
  5. Hey Everyone, Can anyone give me information about baking a texture onto an object? So I projected camera footage onto an object however I'm making the object disintegrate like paper and need the projected texture to remain on the object after it has disintegrated. I can't seem to find any resources about this? Many thanks in advance
  6. Hi, I'm currently trying to texture the inside and outside of my fracture geometry, however, I have been creating a group 'Inside' and an 'Outside', which I have created UV's and a material node fine. Its when I view the dop import node it gets rid of the groups meaning the materials have gone.... could anyone help i'm really struggling, thanks, Here is the .Hipnc file... Fracture_Project_V03.hipnc
  7. Hi all, I have texture path set as an primitive attribute and I'm trying to find a way to view this texture in the viewport. It's works great in the render material but I've looked at the insides of UV Quick Shade but I still can't find where this attribute could be imported so that the viewport is affected. Any ideas on how I could get the viewport to render the texture set in a primitive attribute? Thanks in advance.
  8. Hi! So I've plugged in an animated texture sequence ("TextureName_$F.png) into the principled shader and it works fine, looks like it should etc. But when plugging in a texture node into base colour and writing the same texture path, the texture turns pink in the render view. When omitting the $F and typing out the frame number manually it shows up but as soon as I type $F it turns pink. Does anyone have a clue? Google didn't give me much help today. Thanks!
  9. Hello magicians! I'm doing a project where I have to loop textures on multiple goes. Basically a sprite randomization with textures, but I can not figure out a way how to loop the texture sequence like padzero does. I have to do it in VOP or vex, since the shader expects a specific filename as a map on the geo. Sadly, I can not upload a scene file, but hopefully my problem is understandable. Thanks for reading it. Cheers
  10. How to get smoothed UVs at seams in new Subdivide SOP? It was possible in Houdini 16.0...
  11. hi guys I'm doing burning effect so I need a sequence alpha map. I made a procedurally burning area and alpha. So I could get alpha area on uv. Then, I wanna render the sequence uv map like I see on the uv viewport because wanna edit this uv texture in nuke. How can I render this uv map? plus, it's UDIM.
  12. Noise as Texture?

    Hi, Is there a simple way to use noise as a texture for the principled shader? It's looking for a string file path. In Maya, you can create a noise texture, which creates a texture and placement node. You can connect it to the color of the material. How would you do this in houdini?
  13. Hi folks, which node can set texel density to UVs? And why are all the polygons are separated in the UVs? I tried to use Fuse UV but that's not solved it. Maybe I missed something I'm newbie to Houdini :]
  14. Hi guys, Just want to showcase our work in progress and ask everybody's opinion. The demo is HERE. In short, were able to transfer Houdini vertex animation to a Web Browser. To accomplish that we used Houdini texture cache tools, 3js library, and tinyexr loader which was compiled to JavaScript. We are exited about the result and looking for a project to apply it. Kirill and Snay
  15. Either you are junior, mid or senior, good at modeling, texturing or lighting... No matter what, as soon as you can show a quality portfolio, have interest for Moment Factory's projects (from pure 3D animation to hyperrealistic projects on a variety of multimedia platforms) and looking for versatility in 3D tasks, we have openings for permanent or contract. Here is our content reel: http://bit.ly/2rzJKbE Our works: http://bit.ly/2tJMlAB Please note for urgent matter, we will consider only artists eligible to work in Canada. Please send your resume or LinkedIn profile and portfolio or demoreel to julietb@momentfactory.com
  16. Texture baking issue

    Hello ! I'm learning houdini and tries to bake a simple position make texture using either the bake texture rop or the game baker shelf tool. Either way I get both error when rendering to disk. I'm using pighead geometry . Everything goes just fine when rendering to Mplay strangely. Here are the errors I get : Baketexture ROP : Error Command Exit Code: 1 [15:36:16] mantra: Mantra tile imager open failure: Tiled Image File: 0 file [] File: C:/temp/H16TextureBake/test.tga File: C:/temp/H16TextureBake/test.tga [15:36:16] mantra: Could not open imager [15:36:16] mantra: UV rendering failed for object /obj/geo1 Using rop_game_baker Error Error rendering child: /out/rop_games_baker1/baketexture Error Error rendering child: /out/rop_games_baker1/pre_bake0 Does anybody have clues about it ? Where I could get more information about texture baking ? Thanks PS : I'm using Houdini apprentice
  17. mandlebrot color issue

    i created a mandlebulb/mandlebrot and i want to animate it with colors that change like left 30% green right 70% blue and it changes over time. I do not know how to accomplish this. Please help. mandlebrot_016.hip
  18. Again I am comparing to Maya's Hypershade, where you have all these nodes for adjusting a texture's HSV (Hue Saturation and Value), levels, gamma, curves, brightness and contrast etc. Does Houdini have any equivalents in the /mat context? I see all the nodes in /img, but does that mean I will have to leave /mat and adjust my textures in /img or is there a way to keep things inside the /mat context? ----- Or is the correct/intended workflow that you work with your textures over in /img and then bring them into your shader via op:img/img1/null1"?
  19. Hi, what I want to do, as the title says, is to emit particles from an animated 2d texture. So far what i have acomplished, is to emit particles from a standard, non animated 2d texture, but i cant get it to be animated, i leave the files i have been working on, im sure is just a stupid thing that i have to turn on, but i cant find it.Also if there is an easier way, or anothert way you may think i could acomplish the same effect just say it.Thanks in advanced. test_animated texture.rar
  20. Bake Textures

    hey guys, I did this test scene with a low poly and a high poly spheres (I also did a cage but it made no difference) the most important problems are: - (i think) it looks wrong if the high poly faces are outside the low poly surface (i think it's the darker areas on the map) - I can clearly see the low poly faces check it out, here's what I get using the bake texture rop: this is the Tangent-Space Normal (Nt) (displacement have the same problem) and that's how it looks like rendered with tangent normals applied. I will alse need to bake a procedural diffuse color but I'd like to focus on those other problems first. Once again, thank you /Alvaro Bake.rar
  21. Hi all, I am quite new to Houdini, but ran into a problem connecting image files/textures to the new Arnold 5.0 Standard Surface Shader. I have a standard studio setup with a sphere and area lights on the sides and on top. When I assign a Arnold Standard Shader, go into the network and remove the Standard node and attach a Standard Surface node all renders out fine. But whenever I attach an image/texture to, for example the Base Color, my scene does not render AT ALL. I noticed it is also not generating .tx textures even though everything is set up correct (i think)...
  22. Hey, I am trying to complete what seems like a simple task. In maya, if I have a texture going into the diffuse, I can add a color composite node and make adjustments, such as adding contrast to the image which is what I want do here. I have a principled shader with a sand texture. I wish to add contrast to the image and/or color corrections. I found the texture node going into the base color. Seems like I would just add a color correction node? However, that does not work. Any ideas?
  23. POP Fireworks - Color from Image

    Hey guys, I have to create fireworks that turn into some specific shapes. Just like this: I have an workflow idea working with colors. It goes like this: -Simulate standard the fireworks; -Go to a specific frame where the where the starbusrt* is fully formed; -Apply the color at this specific frame; -keep that specific color assigned to individual particles through the whole simulation; (not working) does it make sense? I'm having problems to achieve this last step. what I'm doing is: -caching the simulation; -apply the colors; -add a timeshif to the "rest" frame (89 in this case); -copy the color attributes from this frame (89) to the animated simulation; I guess it happens because the particle count changes during the sim. Any idea on how to proceed? (Scene file is attached) Thank you, Alvaro *starburst is the round shape Fireworks.v1b.rar
  24. Guys, I guess it might be a veeery silly question but I just can't do it. How do I display textures on viewport? In this case I have this ramp applied (not an image texture) Thx! Alvaro
  25. First post, and pretty new to Houdini (coming from C4d). What I'd like to do is have a flat grid of polygons that are acting as "pixels" whose color is driven by an underlying image sequence. That much I have been able to figure out using a grid of points, and then mapping a simple 1x1 square per point. I've been able to get a color per copy based on an image sequence as well, using a vopsop. What I'd like to do, is for each copy, read the luminance or color value, and be able to map an image to certain ranges of luminance. (example: black - nothing, gray - small circle, white - big circle) What i've tried so far always maps the pixel image to the whole grid, and not to the individual square. Any direction would be wonderful!! I could be heading in the complete wrong direction with this. I'll attach my hip, but without the image sequence it'll be hard to see what's going on so far. I'll upload a video as well showing the basics of what's happening so far. Pixel Grid.hipnc example.mp4
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