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Found 3 results

  1. Hello, I thought that I would share a side-project I started this last month because I lost a bit of steam (no pun) and thought that it would be curious to receive some feedback. The Digisoup began as an idea to create a procedural recipe that creates and fills a bowl of soup with various ingredients. The initial to do: bowl, stock, dumplings, veg, seasoning, steam, etc. The bowl or vessel was modelled independently but used as a source object for the other ingredients. Spring onion, spices, chilli, dumplings, eggs and noodles have all been drawn within a procedural framework - I intend to do posts explaining each ingredient if anyone is interested. The stock (liquid of the soup) is primarily a shading exercise, and on that note all of the shaders are also procedural and do not utilise bitmaps or external references. The intention with that was to be able to control 'fattiness' or 'richness' of the soup we are about to enjoy. I haven't yet documented the entire process but here are some of the shots I've managed to salvage while working in progress. At some point the project began to evolve into figuring out the context around the bowl with some embedded procedural tricks - I will expand on this later! Would love to hear your thoughts! Cheers.
  2. Hey guys, I have a quick question about the polygon soup meshes I'm getting out of Houdini. I'm getting mesh popping when I convert it and send to C4D for render, they look like the attached IMGs. I included my set-up in there as a rough guide but I think there's something I'm really overlooking. I'm kinda new to Houdini still and would really appreciate a kick in the right direction of how to solve this in terms of the way I'm approaching 'skinning' the particles. Thanks
  3. Hi. First, sorry for my poor English. I'm new to Houdini. I started to use Houdini a month ago. I wanna render point color in MAYA. Then I'm trying to export vertex color from Houdini to MAYA. I use alembic format to export geometry from Houdini and use SOuP (ArrayToPointColor) to convert point color to vertex color. In MAYA, I can see values attached to the “red” “green” and “blue” vertex attributes on mesh. but if i connect it to mentalrayVertexColor and render, nothing happened. Does anyone know why it doesn't work and how to do this? I saw these pages: http://www.toadstorm.com/blog/?p=240 http://forums.odforce.net/topic/16272-alembic-primitivepoint-colors-to-maya/ I set vertex attribute in Houdini, and geometry is changing its topology. Thanks, Yuko
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