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Showing results for tags 'blending'.
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Hi, A hobby project as a vex and python challenge for myself mostly. So, the idea is to "mix" (scramble) attributes like layers in photoshop. If you feel like sinking your teeth into it there's the hda in attachment... and of course, critique and comments are very welcome! V1 and V2 didn't support vectors and things were simpler. This is V3 that I decided to take to the next level. There are 2 functions in the python module for checking the type of attribute being used (float or vector). They toggle invisible parameters in the multiparm, which control the visibility of ramp parameters. (haki.h is embedded into the hda, just so you can see its contents. the attrib wrangle WILL FAIL without it (that is unless you put a copy in $HOME/houdiniXX.X/vex/include), but the attrib VOP won't because it's in its outer code. there's no other difference between the two.) [EDIT 20 Nov 2020] : This is totally broken right now. It outputs the wrong values. Cheers! Hristo
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Hey guys I built something similar like the Unreal pixel depth offset dithering or one recent blender addon here, with customs breakup noise and ramp falloff. SOP --> wrangle in COP and back to SOP. But i lack the dynamic option since i have to specify the input to blend with, i guess i have to use python to have this input change dynamically for this and for now, im only blending 2 inputs at a time. Obviously your ground can be made of many objects, with lots of other ones blending into then Obviously, your ground can be made of many objects, with lots of other ones blending into them—assets just can’t straddle two objects and blend with both. Is it possible to make this blend dynamic? Sidefx, sorry to say but i have a lot of issue when injecting COP to SOP, to have my viewport been updated. Render is fine but viewport no. Is there a way to force the update? Is there a way to collect in an array all geo around a certain radius distance for the asset and compute the blending value according, so with more than two assets? Even if its usally what you need... Cheers ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas EhgzrVWXsAApdHB.mp4 M0-GeKTcr-tp9APD.mp4
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- unreal pixel depth offset dithering
- unreal
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Hi, I try to find the way to mix two diffuse based on point color and input that in the material diffuse. What's the best way. And, does someone know a good tutorial that cover the material and shader in Houdini ? thank you
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Levelsets In Production: Spider Man 3 / SDF Blending http://www.jcohen.na...elsets_2007.pdf I've been passing this hip file around, so thought I'd just put it up in the forums GWsdfBlending.hipnc
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