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Found 17 results

  1. FFX Align To Curve

    FFX Align To Curve HDA FFX Align To Curve brings a faster system for customizing orientation of geometry along the length of a curve. Working with point data directly, a user is easlily able to develop in realtime their desired orientation data. A clear adjustable guide system shows exactly which direction your geometry will orient towards once copied onto the processed points. Scaleable arrows reveal the primary tangentu orientation and travel direction along the curve. Auxillary normal and bitangent markers reveal the other axis orientations. Features include: - Guide scaling, opacity, and color. - Offset parameter to slide points along curve. - Reversible orientation direction - Roll, Pitch, and Yaw controls that can be varied over the length of curve. - Pscale (scale) point attribute that can be randomized and varied over the length of curve. - Cd (color) point attribute that can be varied over the length of curve. - Separate head and tail point breakout to allow for unique geometry from the main curve. - Plus other adjustment, and output options. Video Tutorial: https://vimeo.com/478682335 For more information please visit https://fendrafx.com
  2. [SOLVED] Colored smoke turns dark

    Hi gang ! I'm stumbling across a weird issue and I'd sure like to get some insights about this. I'm trying to color a smoke simulation (having seen Steven's volume III course). But I'm getting a weird issue that I can't wrap my head around. Basically my color field gets contaminated and the disease spreads on. here is what I mean: I'm using both types of pyro solvers, sparse and classic. This issue happens on both. Here is a screen of my simple scene: If you guys have any idea why this is happening that would be fantastic Cheers color_smoke.hip
  3. Hi everyone, I'd like to be able to adjust the HSV via an attribute expression. What's easy is multiplying the point color with something like this: "value * fit(float(rand(@elemnum)),0,1,0.5,1.5)" However, just using that expression multiplies the color with a random number giving a generally blacker/whiter color. What I would like is to be able to change the saturation separately. The result would be a set of X wires having the same color with a saturation/value range of 0.5 to 1.0 Is there a good way of achieving this or do I need to stick to the simple multiplication?
  4. I thought this would be simple but I seem to be having more trouble with this than I expected. How can I convert point or prim color (grays) values into a terrain layer mask? I have played with volume wrangle and and volume vop but seem to only get a uniform value of say prim 0 applied to the whole terrain.
  5. 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.
  6. Hey everyone! If we have particles colliding with an object and bouncing off, we can transfer colour to the hit position. Once the particles have bounced off the object, the colour is also removed. How do we get the Cd to remain on the object once the particles have bounced off? Any idea would be great! thanks
  7. 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
  8. Hey magicians, I'm working on a flip river wich I need to have color attribute, followed H16 Flip Masterclass and get there, but then I tried to add color in several ways but I can't get it working. I tried adding a sop solver to dops with attribute transfer, but the color didnt worked on the motion. Also tried making source volume with points from volume with uv texture but velocity gets weird. Working river without CD Cd particles with weird velocity Any tips on how to fix this? attaching a hip. Thanks in advance flip_issue.hip
  9. Color in FLIP sims - milk pour into tea

    Hi everyone, I was thinking of creating a simulation of milk pouring into tea as a showreel piece, but I'm not sure how best to go about it. I have seen people using color in FLIP sims, however in all the examples I have seen, the fluid is shaded to be opaque (like different color paints mixing). In my case though, I'd need to be able to see the milk as it is poured into the tea and see it underneath the surface. Then over time, it needs to change the color of the tea. My best guess would be to simulate the liquid, and then create a separate smoke simulation for under the surface of the water. However I have no idea how I would integrate the two. Here is a reference video I found: Any ideas for this would really be appreciated!
  10. Issue advecting vectorfield

    Hey guys! Trying to figure out the whole custom vectorfield aspect of the pyro solver, but running into some issues.. I created a new vectorfield (Cd) under the smoke object, importing a Cd vectorfield that i want to use in a source volume node (replaced velocity with Cd to Cd as another forum post on here suggested). Then I added a gas advect field microsolver to the advection input of the pyro solver. With the multi checked on the visualization and Cd in for diffuse, I can see that the vectorfield is properly being sourced, but it doesnt advect by the velocity field for some reason, it just sits there. The gasadvectfield node should move the Cd by Vel right? I've found some good forum posts about this here, but for the life of me can't replicate the effect. Any suggestions / advice? Thanks! Cd_advect_v01.hiplc
  11. 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!
  12. Save Cd to Bitmap

    Sup guys, I've painted some stuff on an object and now I need to export this object to another software. I've projected UVs properly on it and now I'd like to export this data as a bitmap. I've found some info on sidefx forum saying this (on quote) but i'm quite new to shops and have no idea on what's going on there. Can anyone help me out with this, pls? My main doubts are: Should I do this in Shops? What is the Cf output? Use mantra -u option? wut? Thank you, /Alvaro
  13. Hi Guys, I have been trying to get my point's cd from a mesh with texture. I seen alot of method around that are using attribute promotes from vertex UV to points UV. However the UV I promoted are slightly off. I wonder if there's any way that I can use a vop to get closest surface texture's color info and project them to my point cd? Very much thanks and appreciate any help from you guys. I have attrached my file. texPoinntTex002.hip and the obj file (testAlembicCon.hip), just have to change the extension to.obj will do. texPointTex002.hip testAlembicCon.hip
  14. Hi guys i want to connect neighbours count to cd to create a tickness attribute , i can do that in ice easily but i confused to do that with neighbors in vopsop . could you help me please ? thanks
  15. Hi, I want to know if it's possible to have an object attribute outputted as file or in a ROP Net node. I have a 1024x1024 grid right now. Each point on the grid represent a pixel. This grid has many attribute and I would love to render a map of all these attribute. I know and tested to copy each attribute to the Cd attrib and render it. It works but I wonder if there is a simpler way. A node for instance that would not need a camera or would not need to copy the attribute to render to the Cd attrib. Ideally I would like to have a render node that renders the top view of an object given attribute. Thx! C
  16. Hi gang, I'm trying to assign different diffuse colors on geometry level instead of having a shader per object. But when I change from using baseColor on the mantrasurface to using point color (and no base color) I get very weak speculars. I've looked around in the shader but I can't make sense of this, what am I missing? base_vs_point_color.hipnc
  17. Hi, Try to use voronoi fracture in Houdini 12.5 but my scatter doesn't pick up my red color while im using Cd at bias 1 anyone?