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Found 11 results

  1. Hi, I'm trying to render out some simple points (rendered as spheres) with Arnold in Solaris. Looking at the Arnold documentation, this should be a simple one-step solution but so far I had no success. There's only a single checkbox under the Geometry SOP and no other options than that. I'm able to get the camera blur however. Any input would be appreciated. Thank you.
  2. i am trying to blur out an attribute but have the values weighted towards a target value. Is blurring the right way to go, or is this something entirely different that i cant think of right now?
  3. Hello everyone ! I 'm currently working on a personnal project to experiment FLIP. I'm searching to have a realistic mixed colors in my simulation but I don't achieved to a good result. I used the hda of Jeff Wagner to mix colors in a FLIP simulation but the result is not accurate so the color is too much blurry. Here is my references . I found this render and its not far of the result I want. Here is what I have in my Houdini setup. Thank you for your help !
  4. lebref

    Bake process

    Hi everybody, when i'm using Rop/ bake texture or GameDev Sop_simple_baker I'm getting blurry maps , for exemple this one is a white sphere on a black tube: Click to choose files this is really annoying And a bonus question : does anybody knows how to get a B&W bake of the UVS with Gamedev tools baker, Sop_maps_baker or sop_simple_baker? thanks for your help , Greetings, Fred
  5. Help a brother out, I'm getting headache by trying to figure this out. At this point assuming it's a limitation of the software. I've been getting more into procedural texturing and shading and sometimes want to blur those textures for example to use as a mask. This far I haven't been able to figure out if there is a way to blur or filter SHOP textures in a similar way you could in COPs with Blur node. I guess SHOPs can't do this since the procedural textures are resolution independent. However is it possible to maybe import the texture to COPs and then after blurring there back to the shader again. The main thing being I want to avoid writing out the textures in between, if there is a interactive solution for baking texture out then maybe that would be fine. Attaching a examle scene file with texture() blur and example procedural texture I want to blur out. Thanks! textureBlur.hip
  6. Hi all, does anyone know a good way to average an attribute such as Cd over time? Meaning, it would something along the lines of this - on a particular frame it would average the current frame with the one before and one after? I have a lot jittering in my Cd from one frame to next and I'm looking for a way to smooth that out. Thanks!
  7. Hey guys, Does anyone knows how can I add motion blur to deforming geometry on Redshift? Here in this example I managed to put motion blur on one sphere, which is animated by the transform tab. The noisy sphere just have a noise animation + trail sop to compute vel. but got no blur. The right object is a flip fluid. No blur as well Scene file is attached in case anyone want to have a look. Thx, Alvaro redshift.deform.geo.blur.hiplc
  8. Hi all, I'm confounded by a scenario and I'm hoping that someone else might have run across this. I have a light shader assigned to a Light Template object: let's call it myLight. It behaves as expected for non-motionblurred frames. But when I place it inside a subnetwork, put extreme motion in rotation and translation on the subnet, add a generic Light (spotlight) object to the subnet (at the same level as myLight), the generic light motionblurs properly but I get no motion blur my myLight's contribution. Here is the poignant code and information that I can tell: light myLight() { vector Plight = ptransform("space:light", Ps); Cl = max(0, 1-length(Plight*set(1,1,0))); } I am using Houdini 16.5 Mantra Raytrace mode. I am using exclusively xformational motion blur, 2 motion samples. I have the above light shader assigned to a Light Template object: myLight. myLight and a generic Houdini spotlight live in a subnet that has extreme translation and rotation animation. It behaves as expected for non-motionblurred frames, with and without rotational and translational transformations. It looks exactly the same with motionblur turned on, but the light from generic Houdini spotlight motionblurs properly in the same render. The vector version of the transformation, vtransform("space:light", -L); Seems to respect the translation component of the motion blur. BUT NOT the rotation component. So generally, myLight WILL motionblur, but not consistently in the right direction/magnitude. Weird. I have tried using the explicit path of the Light Template and to its containing subnet to see if I could jigger it. And the results are exactly the same: vector Plight = ptransform("/obj/mySubnet/myLight", Ps); vector Plight = ptransform("/obj/mySubnet", Ps); So I am wondering if I'm using the right transformation, the right variables, and if I am to add any special rendering intrinsics to the Light Template object to get the "space:light" transformation to respect the motion blur properly. What am I doing wrong?
  9. Hello! So I'm not sure if I should be posting this in a Maya forum, but I'm having issues with constrained objects in Houdini. The object was rigged in Maya and then exported to be rendered in Houdini, but when brought into Houdini, on certain frames the parent constraints freak out and cause a weird effect ( show in the picture ) I've narrowed it down to the objects that are being parented. I've tried to delete the constraint and just parenting under the geo, still no luck. Has anyone else ever encountered this? If so what did you do to fix it? Thanks
  10. Hi to all, i was preparing my source for a pyro simulation and i incurred in a weird artifact As you can see in the images i uploaded in the edge of the geo there is this weird blur, the problem is that even if i turn up the density or the division size i get this, it occours also in the pyro sims making everything look srange It couldn't be neither my video card drivers or houdini, i already tried reinstalling it without obtaining anything Any advice? I leave you the scene file Thanks in advance Volume_Vis_Problem.hipnc
  11. Anyone have this strange problem exporting particles from Houdini to Maya?It doesn't happens on all frames,its just sort of random,some frames render fime if you turn off snapping in timeline and scrub,weird. The render engine its Arnold,i know there is a way to carry the v information in vertex to Maya But this its the only way to avoid this issue? The particles are geo after a copy operator,nothing fancy
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