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Found 103 results

  1. Bake lightmap Mantra

    Is there a way to export just one jpg of the "direct" channel for each UDIM? So far i have managed to export an exr with the final rendered texture, the direct illumination. If i export as jpg the result are really funny colors i guess because both channels are merged? How can i export only one channel?
  2. Hi guys/girls, so I built this voronoi scale set-up for a mesh (see attached file) and would like to transfer uvs from the original base mesh to the scales, I've tried several different look-up methods but nothing has worked thus far. I managed to bother Jonah Friedman on linkedIn who did a similar set-up on a chameleon spot for psyop (see video link attached below) and he said that he'd done that in fabric engine and to copy the uvs from the original mesh he did a closest point lookup, but sadly that has not worked thus far for me. The final model will be texture painted in substance painter. Any help from a some uv and texturing wizard would be much appreciated! OH, AND I THINK I HAD SET THE VIEWPORT STATE TO MANUAL REFRESH, JUST IN CASE SOMEONE DIDN'T REALIZE! TRIPS ME UP SOMETIMES. Psyop scale set-up voronoi_scales_RnD_06_odforce.hip
  3. RBD texture problem

    Hi everyone I have an RBD fracture that works fine however the texture doesn't stick to the object once it fractures and moves. I tried several things such as copying the uv attribute however it still doesn't work. Any ideas of how can I make it work? Appreciate any help !!!! I attatch my file and a screenshot of my nodes many many many manyyy thanks in advance Julia frac4_foru.hipnc
  4. Exporting UDIMs

    Hi guys, I am creating an HDA where you put the mesh and textures. What it does is that it saves those files to disk with proper names basically. However, the problem is when the texture has UDIMs. I can't find a way how to export UDIMs from Houdini. Right now the export is happening in COP network which doesn't support UDIMs, only sequences. Is there any way how to export UDIM textures like the baker does but without baking them? Just reexport/renaming? Thank you
  5. Hey! It's my first post here on the forum, I'm trying to learn houdini and my problem might sound easy to you but I can't get my hand on the solution. I want to replicate the effect in this video (Blender Tutorial) : https://www.youtube.com/watch?v=xcjrD5SwQBw I managed to get a simplified similar effect but i'd like to have different textures on each UV projected sides of the scales. How can I make this? I was thinking with the timeshift and project the first and the last frame but I'm not sure how to do it... Also It would be nice to have a falloff on the influence of the point to VOP "look at" orientation if someones knows how I could do it. Thanks a lot! scales.hip
  6. I am trying to fetch textures from a folder run them through a COP2net process and export them back. Is there a way to automate this? Maybe Tops?
  7. Hello, I am following a tutorial on DOP Networks and Rigid bodies but when I apply a quickshade outside of the dop network and try to Import it as an RBD Object, it doesn't bring in the texture. I am not sure what is wrong? Can you please help? Please find attached the scene file. Thanks. TextureProblem.hipnc
  8. Denoting an attribute as "Tex"

    I have been needing to make some custom utility UV sets for use in things like Unreal nDisplay and other technical usages of texture coordinates. I am using some atypical techniques to create and convert P and other attributes from second inputs on attribute wrangles and such, all is fine for this, but viewing the UVs has been tricky. What I'm wondering is if there is a way to get a vector attribute to be "tagged" with the Tex "sub-type" so that it is available in the UV Viewport auto attribute list. For now I've had to always create my UV attributes with a UV Texture SOP and then set those attributes to my results in a wrangle so that they maintain this mysterious (Tex) signifier you can see when getting info on a node next to the attribute ( for example : "uv0 3flt(Tex)" ). I'm just wondering if there's a way to add this "tag" to an attribute down the pipe instead of via a UV SOP that initializes the attribute, thus making it appear in my list of uv attributes in the UV Viewport. I can't discern an option for this in attribute create or otherwise, nor can i find an official name for this attribute "tag" or "sub-type", anyone know? Thanks! P
  9. Hello; In the UV edit view, I want to load a texture from disk, as a UV background, but I can't find any option. Thanks for helping.
  10. Texturing geo after sim

    Hi everyone, I hope you are all well during these times. I have a quick question to ask about texturing a re-meshed grain simulation. The UVs of the mesh change and thus throwing the texture UV space all over the place. Is there a way for to remesh the grain simulation so that the topology allows the texture to stick to the geometry? I can provide the file if it helps. Thank you very much, your time is appreciated.
  11. UDIMS

    Hey magicians, I'm fighting to get proper UVs to substance, I made a signage with multiple elements, each one got their UVs working. Now I'm trying to export each uv organized and in separated UV islands, tryed uv layout but make's the UVs weird, if I change scale to "Fixed" they look good, but they dont have layout per island in the UV viewport. Any advice will be super helpful Thanks!
  12. Hello, I’m new to houdini, so I don’t know much. Is there a way to import particle fluid surface (water fluid displacement) into a displacement texture map? For example, oceanEvaluate node have "export to texture" tab and I can export displacement texture for FFT ocean. Is it possible to do the same for a particle surface mesh?
  13. Hi everyone, beginner Houdini user here, so sorry if it's an obvious question. My current finger exercise / idea is, to use a texture with areas in clear, distinct colors like (255,0,0) without anti aliasing. These are used to map the colors onto points which then are used to copy specific geometry onto them (buildings and city stuff in my example). This works for the most part, but to have more control over which color gets how many points I split my geometry into separate groups and use a separate scatter for each group (I tried the densitiy attribute before, but everything changing when I change one density value wasn't what I wanted) To achieve this I am using a partition SOP with group by Color. The weird thing is, that I'm not getting the expected number of groups (8 in my case as I'm using 8 colors) but more something around the lines of 200-700. Looking at the Cd values in the geometry spreadsheet shows me, that the values aren't all the correct values (they should be along the lines of 1,0,0 ) but there are interim values, small variations. This of course gets picked up by the partition node. Using an attribpaint SOP gives the expected result...but I would love to be able to draw the textures in external tools like Photoshop. Just nicer to edit the map. Does anyone have an idea how the interim values are created? I suppose it has something to do with the mapping / scaling of the texture / uv.. but I can't figure it out as everything I change, gives the same result (like the filter settings in the attribfrommap SOP). My node setup is like this: Grid -> size 16,9 (I tried different resolutions here too to no avail) UVProject -> Orthographic, 16,16 (and rotated so it has the rotation of the grid) attribfrommap -> Texturemap (a png, 3840 x 3840 px with the 16 by 9 area centered vertically on the map) partition SOP -> Group by Color For my easy test setup I added an attribute wrangle that checked the incoming color values against bordervalues and sets them to the closest correct value. f@lowLimit = .3; f@highLimit = .7; if(@Cd.r > 0 && @Cd.r < @lowLimit) @Cd.r = set(0); if(@Cd.r < 1 && @Cd.r > @highLimit) @Cd.r = set(1); if(@Cd.r < @highLimit && @Cd.r > @lowLimit) @Cd.r = set(.5); if(@Cd.g > 0 && @Cd.g < @lowLimit) @Cd.g = set(0);; if(@Cd.g < 1 && @Cd.g > @highLimit) @Cd.g = set(1);; if(@Cd.g < @highLimit && @Cd.g > @lowLimit) @Cd.g = set(0.5);; if(@Cd.b > 0 && @Cd.b < @lowLimit) @Cd.b = set(0); if(@Cd.b < 1 && @Cd.b > @highLimit) @Cd.b = set(1); if(@Cd.b < @highLimit && @Cd.b > @lowLimit) @Cd.b = set(0.5); This works for my simple case at the moment. But if I was to add more colors the rounding wouldn't work anymore with all the interim values created. Can anyone explain why I get interim values even though the texture itself is not antialiased and in the right aspect ratio? I guess it has something to do with the texture stretching/mapping in houdini but is there a way to fix the problem? Or a better way to achieve this result? I checked some posts in here but most of the proposed solutions I got to work for texture color to point color result in the same interim values Thanks a lot for your help! Cheers, Daniel
  14. Map Box Node Texture

    I've started playing around with the Mapbox Noce in the SideFX Labs Tool Box and its fantastic. But I've found a bit of a problem that I can't work out. Is there a way I can extract the texture or Cd into a compositing node then into a shader while keeping it all within Houdini with exporting anything? I'm using Houdini Apprentice anything I export out is limited resolution wise.
  15. Hello; I added a "Quick UV Shade" SOP to check a texture on my geometry and then I modified that texture in Photoshop. Now in Houdini I can't see the changes I made on that texture! There is no "Reload" or "Update" button, so I deleted the texture path and I added it again, but I got same unchanged texture! It seems Houdini keeps a texture in memory, and I should restart Houdini to reload texture file, right? Is this a bug? Thanks.
  16. I am trying to create a Ground collapse effect on tracked footage(tracked on 3dEqualizer) by projecting the ground texture on to my cube and then fracturing it. However, the texture from the projection is overlapping the effect even after it fractures so only the texture is visible in the scene. I'm a beginner when it comes to Houdini, sorry if its something simple that I have missed
  17. Hi there, I'm having lot of headaches! I made an extended ocean flip simulation and, once I convert the particles into a mesh, I would like to bake the surface geometry displacement as texture. I tried to transfer velocities to Cd through VOP and use COPs for bake out the color map, but I wasn't able to do it. Basically I'd like to achieve the same result of Ocean Evaluate node in which I can export texture and choose the Cusp to be in alpha. Do you think is it possible to do that?
  18. What's the simplest and most bullet-proof way to display a texture on a simple grid in Houdini viewport (i.e. real time openGL)? I've tried using simple materials (like "Constant" or "Principled") but it seems clunky. I always run into issues like requiring several settings in "Display properties" for the texture to show up, or the textures (read from files) not updating in the viewport, if I change the texture path etc. Ideally, the texture path would be just a string attribute on a grid, and the viewport would show it right away, and react to all path changes instantly.
  19. SHOP - how to get wire boolean?

    Hi. Is any variable that stores information about wire existence in shader editor? I mean, I need the variable that is 1 when the texture is connected to base_color slot and 0 when there is not. What I'm trying to achieve is the arnold texture preview in the viewport. I created a texture tag in the parameter interface and it works but I want to the “use Texture” toggle be connected with the variable I mentioned. Also, is it possible to get the name of the node that is connected to the slot? In my case, the result would be “image1”. If not, is any different way? Thanks.
  20. Howdy, I'm running into memory issues when baking textures (using the Bake Texture mantra node). Right now I'm unable to bake 2048x2048 textures on a machine with 32GB of RAM at a 16x16 sample rate, which doesn't seem right. I'm seeing two different bad behaviors: 1. It starts rendering and the RAM usage just builds up and up until eventually it crashes. 2. It renders until the RAM usage is basically maxed out, then the CPU usage goes down to 3%, and the render never finishes. I'm not sure why it's not flushing any of the RAM as the render goes on? More details: I'm not rendering any extra image planes. I've tried png, exr and rat file outputs. I've tried setting a Cache Limit using both memory ratio & fixed size, but neither seemed to do anything. Running on Windows 10. Houdini 16.0.557 Looking for ideas for how I can fix this. Hoping there's something stupid I forgot.
  21. Hi All, I'm looking for some help. I'm digging into shading VOPs and want to set some conditional switches. Unfortunately, I could not find relevant references for this particular case. I want to check if the Texture node (Opacity) has a valid link and switch to a constraint if not. Two-way switch is set to RGB color. It does not work the way I thought it should. What do I miss here? Maybe is there another, more obvious way to achieve it? Thanks a lot!
  22. Hello; Please take a look at image bellow. I have some questions about texture browsing in Houdini: 1) In texture path, how can I reset image history? 2) Is there any option to browse COPs oprators (like CTRL + Click on file browser)? Thanks.
  23. i have this geo and i want to apply random textures from a folder hierarchy. i friend of mine helped with some python code, so now i can select a folder randomly and then get the first image of the sequence with a little tweaking i managed to plug it in a quickshade and converting the file numbers to $F4 or $F3. so it should read the sequence BUT!! although i have the iterations attribute of the foreach meta node as a seed for the python script, the same image applies to all primitives. What is missing? Side question: why are the uvs rotating? any tip much appreciated, houdini forums are bit dry right now random_sequences.hip untitled.bgeo
  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. 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
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