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Found 80 results

  1. 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!
  2. Texture/Look Dev Artist

    We are only able to consider applications sent directly through our website. Please apply here: www.lumapictures.com/careers The Texture/Look Dev Artist is responsible for the creation of textures and shaders for CG creatures, characters, hard-surfaced and organic models to the highest quality possible. You can: Facilitate the creation of high quality displacement and normal texture maps prior to publishing to ensure consistency Design and write Arnold and Katana shaders to create the look desired by the client or VFX Supervisor Work closely with the Modeling and Lighting teams to ensure all textures/shaders are both technically aesthetically sound Generate and edit UVs Research and build your own reference library as well as contribute to the studio's reference database You have: At least five years of experience as a Texture Artist/Look Dev in a VFX Production environment A Bachelor's degree in computer science, computer graphics or the equivalent combination of education and experience A mastery of Mari, Photoshop, Substance Painter, Maya, Arnold and Katana Mudbox, ZBrush knowledge is a plus A technical understanding of color space A cultivated aesthetic sense and a keen eye for detail A traditional arts background is preferred but not required An inherent understanding of plate and image based lighting as well as full CG lighting Basic compositing skills in Nuke TD skills are beneficial An understanding of multi-pass rendering and 3D scene layout Experience as a Modeler is preferred but not required Strong communication and organizational skills An approachable, proactive, and accommodating attitude An innate desire to stay informed of current technologies Strong time management skills and the ability to balance priorities under the pressure of a deadline-driven production A team oriented mentality with a 'get it done' attitude An ability to thrive in a high-pressure environment An ability to take direction and implement feedback with a positive attitude
  3. Hello folks, After enjoying myself immensely shading in Mantra (Kursk and Angel Has Fallen) for two years, I now find myself in a new Houdini situation: Arnold. Why Arnold? It is one of those situations where multiple vendors are handling the same assets, so my hands are tied here. Anyway, I have no end of trouble getting Arnold to render my textures. Primitives or existing geometry assets can be shaded and lit, but once textures are added to the mix... nothing (that is they render black as that is the missing textures colour). I must be missing something painfully obvious. My best guess is that Arnold somehow doesn't automatically pick up the UVs of the primitives or other imported geometry, because if I add a UV texture node to my box primitive, I can get textures on it. But the primitives' native UV layout is lost (or never activated). So... who can be the man of the hour and point me in the right direction?
  4. HDA x C4D & Materials

    Hello ! Just have a noob question here. I'm starting to play with hda in Cinema4D and can't figure to achieve something. After doing some researches I can't find a way. This is pretty simple, if I made a hda in houdini who contains different colors for point or primitives groups, how can I apply different materials in these groups in Cinema ? Exemple : I've two box merged into an hda and I want to apply a material to each one in Cinema 4D, is it possible ? thanks for your help !
  5. Good evening! Can I ask U guys for advice? Im trying to create ramp between three textures (but with same uv map), defined by paint SOP on pighead testing geo. And what I want to ask U is: Does it possible to somehow assign different textures for each color, in redshift? Any advice will be very, very helpful to me! Thank u guys so much! textures_issue.hip0.hip
  6. Baked N texture is "tiled"

    Hi there! I have quite stupid problem with attributes baking to texture... I need to bake high poly on low rez: I am using the "old school" way by using bake texure operator, not game tools (because the pipeline must be stable without any beta tools involved. Result is good enough except edges sharp edges on Normal map: I wouldn't make a flat source as Rohan advised here: http://www.rohandalvi.net/baking Can you advise me please how to avoid that "tiling"? This is my scene: ProceduralBaking.hip Thank you in advance!
  7. Hello, I'm trying to assign identifying colors through textures. My models will have UVs with the appropriate textures made for them. I'm doing tests now and am having trouble transferring the texture to the geometry. I'm using the attribute from map SOP and my UVs look correctly laid out but the result is not right. However when I apply the texture with a principled shader it works correctly. Does anyone have any advice on how to fix this. Images of problem Thank you!
  8. Hello, Here is short video showing how volumes can be used to shade and texture semi-translucent organic things. Volumes For Organic Assets This approach allows to achieve close-up realistic organic look for semi-transclucent assets where SSS or colored refraction is not enough. An object with UV's is converted to signed distance volume with UVW grid. Then volume is used to set density and perform uv lookup in rendering. This way density can be adjusted by depth. I.e. not so dense near the surface and very dense at the core. Or not very dense, then dense patch like island of fat, then not dense again. UVW grid is used to texture volume. Different textures can be used at different depth. This approach allows very flexible yet powerful way to place any texture at given depth. Texture X at depth Y. I.e. big veins are 5mm under the surface. This approach is best for close up organic hero renders where SSS or refraction are not looking good enough. Attaching example file volumetric_textures_example.hip
  9. Hello guys & girls, I was wondering if there is a way to have Objects being fractured by a given texture like the Trace SOP does it, but on a existing object? Thanks in advance! Something like this:
  10. I am trying to bake textures into a new uv layout. I created uv2 attribute on vertices, but don't know how to tell baker to use it. An example of this in blender: https://www.youtube.com/watch?v=h880hxH-BC8
  11. Hello everyone! Please tell me who engaged in the creation of lava in the Houdini. I need to create a procedural texture of magma so that it follows the surface of the geometry. Also, perhaps you know how to create dark folds on the surface of the lava as it cools. Thank everybody in advance! The dark folds
  12. Hi everyone. I am trying to "copy" images onto my imported point positions in cops. In the example file, you will see that I have successfully imported my point position into cops, but I am not sure how I can go about placing an image (the center of that image) on a point coordinate? obviously I would want to control the size of that image once placed but I can cross that bridge when I get there. Thanks in advance. texture_placement_odforce.hip
  13. Is there a way I can get the colour from the Heightfield Quickshade into a cop2net. I've tried sop import but it only cares about the heightfield planes (height, sediment, debris...), but I need the colour. The real objective is to get that quickshade result out of Houdini. I couldn't do it with a heightfield output, so I thought I should try via the cop2net. But first how to get it into the cop2net?
  14. Attract/Morph particles to texture

    I have quite a simple question but haven't been able to figure it out yet. Using attribfrommap I have particles getting generated from a texture (e.g. circle). How can I attract/morph these particles to another texture (e.g. rectangle)? Thanks
  15. I'd like to use tx as source texture format, not ask any renderer to convert sourec pngs or exrs, but start from the beginning with tx format. Is there a safe and reliable converter to tx? I've already searched, but I'd like to get your view / which one you use / which one you recommend.
  16. Export Fractured Geometry

    Hey, how can I export fractured objects from houdini to Blender or Maya to texture them. thanks in advance
  17. Export Fractured Geometry

    Hey, how can I export fractured objects from houdini to Blender or Maya to texture them. thanks in advance
  18. Hi, is there a way ro reach texture from Agent materials? opdef:../..?clothing_`padzero(3,ch("../../texture"))`.jpg I need just slightly edit it... Thanks BK
  19. Show textures in the viewport only works for me if I plug the texturepath directly into the shaders parameter. If I use a texture sop or create a string parm to the texture it will not be displayed in the viewport. A workaround is that I unlock the shader and create a parameter inside with the path to the texture and with "texture" tag. But outside of the shader on mat level it will not work for me. Any tipps how to fix that? Thank you.
  20. I've created a subnet that sets up the UVs for texturing and it works correctly, until I apply a Voronoi fracture node, after that the texture no longer aligns properly. I've attached my scene file. Thanks a lot! ImageBased_Destruction_Cobble_Test_003 .hip
  21. How do I get out as an image the texture I created with heightfield quickshade?
  22. Hi all, I need to use OpenGL cards for a project, and I'm noticing an issue with transparency. In the pictures below I have a transparent tif. From head on, the alpha works perfectly and I can see everything behind the texture. The more I look at it from the side, the transparency goes away until it is basically opaque. I noticed in the OpenGL docs http://www.sidefx.com/docs/houdini/props/material.html#ogl that there are separate tags for alpha and alpha parallel. I can't find any way to apply the image alpha to the parallel alpha though. It works fine if I turn off use lighting, but I actually need to light my cards for this one. Any help is much appreciated! Thanks for taking the time to read. Dylan
  23. Hey guys, Any idea on how can I apply an image sequence on multiple objects? I have this set of grids and a sequence of textures to apply on it but it can't be randomly. My first thought is through stylesheets (like on crowds) but i'm not sure if this is the best approach. (the original setup doesn't have a copysop though, so I can't use stamps) this is the jpg sequence i have: Scene file is a attached Thx RnD_Texture.Sequence_v100.rar
  24. Hi, I want to emit fire from a geo and use a texture mapped on that geo to control the fire emission. I know there is a way to scatter particles on a geo and then use a texture mapped on that geo to control those particles scale and then use them to emit fuel, but I would like to know if there is a way to directly use a texture on a geo emitting fire to control the fuel amount so when there is a gradient in the texture, the fire really fade correctly instead of just being emited by smaller particles in the grey areas... also I don't like the idea to have to use a really dense mesh to have enough rez for the texture to show in the scattered particles when there are finer details in the texture (or maybe Houdini is so powerful that it doesn't bother to do this...) In the doc about the "attribute from map" node, we can read this: http://www.sidefx.com/docs/houdini/nodes/sop/attribfrommap.html You can use this node to create density, fuel, and temperature data to drive a fluid simulation. Using the Fluid Source operator, this data can become a set of volumes to be used as a source for a fluid simulation. So by "fuel data" do they mean scattered particles as emiter? Or is there a way to use that node to directly control the fuel by a texture? tanks in advance for any hint folks!
  25. Hi, I want to emit particles from an texture just like in maya. I find the old thread here : but in houdini 16.5. That seems not work. . there are no " birth probability ",but "emisson attribute".And it says that it will use a point attribute.(but this will need very high mesh resolusion.) I fill the pic function in it ,but it returns an error. How to do this ? Thank you very much.
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