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Showing results for tags 'textures'.
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Hello everyone! I'm currently working on a Uni project where I would like to create a natural environment. I've followed few tutorials, some uses COPs, Substance and others. But I'm getting a bit confused about what could be the best way, considering how fast these tutorials get outdated. I would like to use Karma, or even better, an external Render engine. I would like to use the masks generated by the erode node mixed with something custom. I'm having some issues when using "Import from SOP" from the COPnet, Houdini just freezes. Scene File Prev Image Also, please let me know whatever suggestions you might have. Thank you in advance
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Hi Odforce, So I have made an animation from this organic looking structure and would like to import it into the Unreal Engine 4.25 . I found out that fbx does not support vertex animation. Apparently animation created in houdini for example with noise is vertex animation. Therefore I had it exported it as an alembic but the file was insanely large ( ~700mb). Other forums about alembic mentions alembic in houdini saves everything. I have tried to exclude anything except from the attributes, P, N and still around the same file save. With this journey I stumbled about VAT. Vertex Animation Textures and couldn't find a fitting tutorial that would cover this SOP with the same setting layout. The questions are: 1: how do I use VAT to export animations out of houdini and import them into UE4. 2: Are there other ways to export animations and import them into UE4? Screenshot and file are below Thanks in advance. Organic roof growth.hip
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Hello everyone, This series will cover all the patterns and textures available in Houdini in VOPs and use those to modify geometry, heightfields and VDBs and also to create various motion graphics effects. For more information you can visit my website https://www.rohandalvi.net/patterns The first 100 sales will get a $25 discount. Discount code is "pattern" You can see a free lesson from the series down below and also watch the trailer to see what is covered in the training series. Trailer
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Would the deformation of texture maps work DOP networks?
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- textures
- deformation
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Are there any known workflows for rigid texture mapping and texture deformation in Houdini? real-time-variable-rigidity-texture-mapping.pdf (napier.ac.uk) Content-aware texture deformation with dynamic control - YouTube
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- deformation
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I have a simple geo i instance on a bunch of points using copytopoints SOP. i would like each of the instanced object to be assigned a specific texture from a folder. 1 ) i have a string attribute of the path to the corresponding image for each point. 2) i promote it to primitives after the copytopoints 3) i use material override basecolor texture the problem is an error pops saying unable to load texture or "libpng error: Not a PNG file"
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This might sound like a silly question but, Is there any easy way or a tool that would collect all the assets into a Houdini folder structure with 1 click? Many times creating a project leaves me with a lot of textures, models, and other assets spread over different hard drives and folders. I know the best way is to throw them straight to the Houdini folder structure but sometimes I just don't know if I will use this asset and I prefer to make it on final export, or just don't bother in order to stay focused on the creative process. Coming from other applications this is a part of the workflow and yet I haven't found any solution here in Houdini to collect all assets easily.
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Guys, I guess it might be a veeery silly question but I just can't do it. How do I display textures on viewport? In this case I have this ramp applied (not an image texture) Thx! Alvaro
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Hi, There is this guy expaining how and why to create a cage (used in substance painter) for a 3d model for a more accurate normal map, but he does it manually in Maya (pushing vertices one by one), how do I create a cage procedurally in Houdini?
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- normal map
- cage
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Hello everyone, is it possible to make stamped textures, mapped to geometry using UVs, visible in the viewport? Best Regards, Chrizzo stamped_tex_test.zip
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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.
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Hello everyone! I was wondering if it's possible to temporarely activate one side of a node-tree to do some texture baking via a button on the UI of a digital asset? Once the baking is done, this part of the tree should stop cooking. In a nutshell, i wanna be able to create a procedural model and once it's done, just hit a button to bake out textures (depending on the model) I'd like to try this in Unreal so my idea was to have digital asset in UE4, adjust some parameters to create a variation of my model and hit a button to generate the textures (curvature, normals from HP/LP, you name it..) which i can then import into the engine and use on materials. If i need to change the model I wanna do adjustments, rebake textures and refresh them in UE4. Is this possible? And if yes, can someone point me in the right direction? Thanks in advance! Ron
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Hi ! I have some problem with export :S I imported alembic file from C4D to Houdini and simulate some props. then, I cached that simulation and export with ROP Alembic Output node. and when I import that abc file at C4D, All textures gone T_T Where Do I have to add Rest position and UV texture nodes ?? It is too difficult to me Help me ! I set up my nodes like this. Imported alembic file -> blast props -> unpack each prop, add rest position and uv texture node -> pack -> simulation(DOPNET) -> file cache -> convert node (If I didn't add this node, Houdini get fatal errors) -> ROP Alembic Output. At the pack level, I added ROP Alembic Output and export it for test. and It works ! but when I finished simulation and cache it, use convert node and ROP Alembic Output nodes. Its Textures are gone T_T How Could I do ?
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Hi, I have a complex model came from Maya in alembic format. It has several UVs and many parts are shadered in houdini. I'm talking about few dozens of Material nodes in Materials and Shop. Is there a way to change the alembic without the need of reassigning all the material nodes? A solution would be much appreciated
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Hi all! Are there any variants for baking the texture in Houdini with Arnold? I can't find any solution how to do that.(
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hey guys, I did this test scene with a low poly and a high poly spheres (I also did a cage but it made no difference) the most important problems are: - (i think) it looks wrong if the high poly faces are outside the low poly surface (i think it's the darker areas on the map) - I can clearly see the low poly faces check it out, here's what I get using the bake texture rop: this is the Tangent-Space Normal (Nt) (displacement have the same problem) and that's how it looks like rendered with tangent normals applied. I will alse need to bake a procedural diffuse color but I'd like to focus on those other problems first. Once again, thank you /Alvaro Bake.rar
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- bake texture rop
- textures
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Hi guys, First time posting in here. I am a beginnner to intermediate Houdini user who is just recently diving into it deeply and just have a simple question about Uniform Noise at the Material level. Currently, I am going through a tutorial that is done in Houdini 13, I believe, on creating textures. They put down a uniform noise node in the Material VOP network and use a slider for "Exponent" to adjust what seems to be the contrast of the noise. I am using Houdini 15 and since things have changed so drastically since then there is no longer an exponent slider. I tried playing with the options that are there and messing with the fit rang (unclamped) node but nothing seems to get the same effect as in the tutorial which is one I would like to use for an idea in the future for padding. Is there something that replaced the exponent slider that I may be missing? Thanks in advance for any replies and help.
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I'm trying to get to grips with using PTEX from mudbox to Houdini, I've exported my paint layer and used a mantra shader builder with a texture node to render out the result below but as you can see it doesn't work. Could anyone help please.
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Hi, I looked around for a while about this. But can't seem to figure this out. my my goal: -I'm trying to have a geometry extrude based on a monochromatic textures. -then animate the texture (uv scrolling or procedural) and have the extrusion follow. This guy did a fantastic job of what I'm trying to do: example: from Manuel Tausch on vimeo :https://vimeo.com/8309528 I think I have the extrusion part. Right now it's on a grid and don't look the way I want on a sphere but I'll try to figure that out later. My main issue is that my animated texture... well, don't animate. here is the texture I'm using: I know it doesn't tile but it's just for testing. I have a cop network (where I do the animation) in my sop and I call that in my extrusion. any help would be greatly appreciate. thanks. bil procedural_extrusion.hipnc