Jump to content

Search the Community

Showing results for tags 'project material'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
    • Marketplace
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering + Solaris!
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Product Groups

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Name


Location


Interests

Found 1 result

  1. Bonjour a tous, I was fiddle-farting all day trying to figure this out, though I'm sure it's an easy solve for many. Observe Exhibit A: a render from C4D where I've connected all the objects in the scene and projected a material spherically outward, onto everything. UV's are, obviously, ignored. Exhibit B well illustrates the trouble I'm having in Houdini. Would someone kindly prod me in the right direction? Should I use a..... lightsaber? Er, shader. Or is there a way to manipulate the uv's in such a way that this could be the result? Another complicating factor is it has to be animated eventually, but I'm more concerned atm with just replicating what I can do in C4D, as shown. Thanks a million in advance. Edit: Note that I don't think I can use (and haven't tried for this reason) camera mapping, as I need a 360 projection (at least 180, like a spotlight, so I can duplicate and rotate it to get what I need, since it doesn't have to be perfect).
×
×
  • Create New...