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Found 84 results

  1. Hello everyone, I have a question about modeling the dry fruit. I manage to created the shape of normal fruit but cant figure how to create the dry version Does anyone have any idea to create this kind of shape? I'm pleasure to hear your suggestion And also what kind of attribute to can create such gradient in the flower photo? Thank your for your time Ask_Fruit.hip
  2. FLIP - Create a Custom Field

    Hey guys, how can I create a custom field on FLIP? I'm trying to achieve this. I guess I could advect the new field using a gas advect but I just can't add this new filed to the sim. Scene file is attached with a small progress Thx Custom_Field_Advection_0101.hiplc
  3. Hi folks, Maybe u can tell me how this color effect is achieved? You can see it very good on the blue one blop. There are random colors distributed along the y axis, also a different combination on every spawned blop. https://www.instagram.com/p/BrshgtPHbyk/ Any Ideas? Have a nice sunday, and thank you in advance!
  4. Color RBD Impact

    Hey, as a rbd user newby, I tried for 2 hours to get that, so if it can be usefull to someone Of course I guess it can be done in an easier and cleaner way, but anyway color_rbd_impact.hip
  5. Hey guys! I am transferring color on the model using attribute transfer and using SOP solver to make the change permanent. I am trying to isolate either R or G on my model after running it through a SOP solver so that I can then use different parts of the model for different effects. Here's the link to the effect I am trying to recreate.(Transformation effect) Any suggestions on how I can do it?
  6. Hello Everyone I am mixing fluid colors in a pretty simple small scale flip simulation. To that point things behave as expected. This is the problem that I encounter: I set the desired color to my emitter (let's say it is required to match an existing product), the Cd attribute is then transferred between neighboring particles throughout the solve. Ok there. The problem is that, as the colored fluid dilutes inside the clear liquid, the colored fluid then darkens unacceptably and the two never really blend into each other (I believe in real world, the darker color would remain the same or lighten as it dilutes into a clear liquid, depending on the viscosity). This is partly due to the 'at distance' control of the 'transparency color' but in my case I can only set it correctly to either the stream (thin) or to the contained fluid (deep) but not both. Also I am not yet capable to build shaders among other advanced techniques. I would need the color to match a rose pink troughout the simulation. Is anyone able to manipulate some attributes upstream or knows how to render this correctly. Many thanks V Here is a simplified Hip sim easier to move around https://www.dropbox.com/sh/26nzu9mve1ztcmb/AAD3mw4w1hX9O1sXpgeGaDLZa?dl=0
  7. Python - Callbacks help

    Hey Guys, Still quite new to Python, hoping someone can help point me in the right direction on this that I've been grappling with for a while now. I have a simple filecache .hda that I'd like to change color if it can/can't find the cache on disk. I've been able to use hou.ui.addEventLoopCallback() to continuously track and check the file parameter to see if the cache exists, and the color changing now works as expected. Where I'm having trouble is removing the event loop when the .hda is deleted from the node graph. An error pops up because Houdini is still trying to access the deleted node. I've been trying to look for a way to use the OnDeleted event handler, or hou.nodeEventType.BeingDeleted, but no luck yet and I feel out of my depth with my limited python experience. The .hda is attached, and there's a preview of the code below. Any help would be appreciated! custom_filecache.hda ####PythonModule#### import os import hou def nodeColor(kwargs): node = kwargs["node"] def colorCallback(): filepath = node.evalParm("file") if(os.path.exists(filepath)): node.setColor(hou.Color((0.0, 0.8, 0.0))) node.setComment(filepath) node.setGenericFlag(hou.nodeFlag.DisplayComment,True) else: node.setColor(hou.Color((0.8, 0.0, 0.0))) node.setComment("File not found") node.setGenericFlag(hou.nodeFlag.DisplayComment,True) startCallback(colorCallback) #adding this code below crashes Houdini when hda is deleted #node.addEventCallback([hou.nodeEventType.BeingDeleted], endCallback(colorCallback)) def startCallback(callback): hou.ui.addEventLoopCallback(callback) def endCallback(callback): hou.ui.removeEventLoopCallback(callback) ####OnCreated#### kwargs["node"].hdaModule().nodeColor(kwargs)
  8. [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
  9. Hi everybody, I'm a newbie here, I just discovered this Houdini forum today! Just to precise, I'm learning since only 4 months, it's an incredible 3d software but a little bit complex at the beginning... I've an unexpected problem: I've a rigid body simulation stored on my hdd where all are okay for me, and now I want to make the textures, but the DOPimport node keep the colors that were used during object creation!! You can watch it in the screenshot. Please, how can I change the color after the DOPimport node, or maybe how to keep the color of the Assemble node? (I'm working for a render with Mantra) Many (many!) thanks in advance for your tips/answers!
  10. Smoke color fading out

    I have the basic sim with colored smoke and at the beginning of the sim the color is vibrant and in the end the color is fading out to almost white. How can I keep the same color intensity over time?
  11. Alpha cutting out pyro/smoke

    I have a problem with the Alpha cut-outs on my smoke sims in Gasup Res. The sims work fine with low res simulations but in gasup res sop, they are cut out with Alpha in the color channel. It feels like the gasup res sop won't resize it properly and I just don't know how to add these extra fields. If someone could push me in the right direction I would really appreciate it. Thanks In advance.
  12. Hello, I am simulating a data driven project. Say I have a volume node that generated a sphere volume, I also have 200 columns data that will fit into 0 - 10 range, and these 0 - 10 values will be used to generate different 200 color point in the color ramp slider in volume visualization node, and the effect I want to achieve is that 200 shells of spheres are colored based on 200 column data, and each shell's color also changes based on each row's data in each column. Like the screenshot I attached here, but I need more color points. What I want to do definitely needs coding, but I don't know where I could code to manipulate volume visualization node. Hope someone could help! This seems boring, but I really need some inspiration for my project~ Many thanks in advance!!!
  13. I have a simple problem, but do not know hou to do it. I want to color my sphere with created vector attributes, and let it change frame by frame based on the points of color vector I created as shown in the geometry spreadsheet. It should be easy to do? But I am a newbie, have tried many ways but failed. Thanks a lot!
  14. How to add color gradient through velocity plus collision to influence color velocity? to influence the color such as this one here: https://vimeo.com/59024762 how did he do, but he used xsi softimage. if possible to make a Houdini?
  15. Transfer point color to vdb

    Hello, i am new with houdini and am trying to make a melt effect, i made it to transfer the uvs from the object to the melted object but now i want to transfer the vertex color from a ply file to the vdb but attribute transfer seams not working, Do you have any idea? I attach the file Thanks in advance Phaidonas melting.hip
  16. Hey, I'm having trouble shading volumes created with the pyro solver in houdini 18. I have created a custom volume shader which seems to work fine with with regular volumes however I can't seem to get color when the volume is created with a pyro sim. Both volumes output density as a volume which is what I am using to drive the color in the shader, i have attached HIP file. Thanks! Volume Test.hip
  17. Hi, thought I'd share this in this section too: I wrote an article for the german “Digital Production” magazine about my free LYNX VFX toolset. For the article I made a couple of renderings using the LYNX fabric tools. Luckily it even made the cover Here are my personal favorites, the rest of the images can be found on Artstation. You can also find the complete scene on GitHub under the Demo Files. So now anyone can design an ugly Christmas Sweater;) Looking forward to seeing what you guys come up with, enjoy! Links: LYNX VFX Toolset Odforce Thread: https://forums.odforce.net/topic/42741-lynx-free-opensource-vfx-pipeline-tools/ LYNX VFX Toolset (Sweater Scene File included): https://github.com/LucaScheller/VFX-LYNX Artstation (HighRes Renderings): https://www.artstation.com/artwork/OyeY6g Digital Production Magazin: https://www.digitalproduction.com/ausgabe/digital-production-01-2020/ Alternatively view the article in my latest blog post: https://www.lucascheller.de/vfx/2019/12/15/ynybp7wpiqtshoy/
  18. Hi everyone, I'm trying to select the color from a point cloud (in the geo context). Separate them to apply a different pscale attribute depending of the color value. With VEX , it's easy to select separte RGB and CMY values with addition and subtraction : Red = @Cd.r - @Cd.b - @Cd.g Green = @Cd.g - @Cd.r - @Cd.b Blue = @Cd.b - @Cd.r - @Cd.g Cyan = @Cd.b*@Cd.g-@Cd.r Yellow = @Cd.r*@Cd.g-@Cd.b Magenta = @Cd.r*@Cd.b-@Cd.g My problem is that i lack a precise value to separate intermediate values, pastel colors, colors between two primary colors, etc ... How can i pick a special color to applied precisely my pscale value. Is it a good way ? Is there an other way to have a color picker ? a Keying function ? Hope this is clear, Regards,
  19. Hi, I'm trying to replicate the vomit tool being talked about in this GDC talk: I'm getting pretty confused by pretty much every step after simming the fluid. Im hoping someone can help me or point me in the right direction to learn about how I would: Convert the fluid into an SDF Write a script that will have every vertex in a grid sample the SDF Use that value to return a colour value Render out the resulting blob each frame aggregate all those frames into one texture that I can step through in engine If anyone can help me with any information to get through those steps I would be hella thankful!
  20. Python setHSV

    Hello I`m stuck with setting correct color to nodes. I would like to set value with HSV. I want to do slight automatic gradient when I creating nodes in network box this one work in RGB: my_list = [nullA, nullB, nullC, nullD] loop = 0 nodePos = -1 for node in my_list: node.setColor(hou.Color(0.3, 0.5 * loop, 0.8)) node.setPosition(hou.Vector2(0, loop * nodePos)) loop += 1 but cant find the way how to set values with HSV, from doc should be something like this: my_list = [nullA, nullB, nullC, nullD] loop = 0 nodePos = -1 for node in my_list: node.setColor(hou.Color().setHSV(50, 0.5 * loop, 0.8)) node.setPosition(hou.Vector2(0, loop * nodePos)) loop += 1 Thanks for help, Jan
  21. Hi all, I have set up a tool that takes an input mesh and performs an operation that writes new vertex color to this mesh. I am looking for a way for the HDA asset inside unreal to take the input mesh and overwrite the vertex colors of that specific instance in the world is this an achievable effect? Thanks all, Dom
  22. Hi, I'm running into a little issue where I'm trying to randomize colors over bunches of lines. Basically what I'm doing is making a small bunch of lines, say 6 close to each other. Then I copy that bunch over a distance around 500 times. (See attached file) After I divide all the lines into 3 groups with group by expression and I assign a different color to each group. However this splits up All the lines created, what I want is to randomize by initial bunch so each bundle of 6 lines has a mix of the three colors. What happens now that I want to avoid is the possibility of 1 "Bunch" being 99% one color which can happen working with this many lines. Doing the group split before copying and transforming will give me the exact same randomization thus giving you a repeating pattern. How would I best go about this? Randomized bunching issue.hip
  23. Hello, I'm currently doing a render of my sim and when I try to export the sequence, it will stick with "classic" sRGB. However my goal would be to export it with the ACES color correction I have in MPlay. Do you think it is possible ? Thanks in advance.
  24. Hey there, first poster speaking So i have a id map of a landscape (an example is in the attachments) and i wanna get terrain masks defined by each color (green for grass, blue for water and so on). so i somehow need to transfer the textures's Cds to the heightfield to sample them, but i cant figure out how... :S in the end i would like to just define a color and the wrangle spits out a mask. sounds really basic but i have no experience using volumes. did research way too long for this, for something which surley could be done in minutes :S would really appreciate any help!
  25. Smoke density based on ramp

    Hi everybody, I am new to houdini and i am already scared. I know how to emit pyro from colors by using ramp than a delete node with a $CR < 0.1/.5/.8. on my emitter it work but i want to control the "density" of the emission based on the gray level of my ramp/paint node. Meaning white zone = 100% emission dark zone = 0% thanks you