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Showing results for tags 'texture baking'.
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Hi there, Total Houdini novice here with a bit of a strange question: I have a smoke simulation that I have created the swirls around a central character that is being rendered in Unreal Engine. https://drive.google.com/file/d/1fuoitdNjuBZ1UPgkAi-e9G63CKW-40YS/view?usp=sharing The smoke itself is rendered in out of Houdini in slices and played back in Unreal as the alpha of a video texture, but I was wondering if anyone had any ideas of how it might be possible to set up something like a shadow catcher to catch the shadows cast by the smoke on the surface of the character, but instead of just rendering shadows that hit a specific piece of geometry to a frame as scene by the camera it could be applied to the character and render out as a texture sequence taking into account the characters UVs, so that it can be played back in Unreal? I feel like this is a pretty weird request and no doubt there is tons wrong with it, but I thought I might as well ask, you can do anything in Houdini it seems! Many thanks for any advice, H
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Hi folks, I have a question regarding texture baking. I have attached a simplified version of the scene I'm working on which simply exports a baked texture (constant purple) attached to a sphere (texture looks like purpleTexture). When I re-apply this texture I am getting little black lines along the UV joins. (fig2) Another poster asked a similar question and was advised to turn off all gaussian filters, which I'm pretty sure I have done. I'm pretty sure the problem is somewhere in the mantra bakeTex node but I don't know mantra well enough to do much more than arbitrarily set values and hope the lines go away. Any help would be appreciated. blackLines.hip