gillsp Posted October 15, 2013 Share Posted October 15, 2013 I created this project around 2 years ago, recently I want to add wetmap and shaders so I can render it better. However, eventhough I got the attributes transferred to the scatter node, I wasn't able to see the effect in render. timestoptrain.rar Quote Link to comment Share on other sites More sharing options...
Peter Quint Posted October 17, 2013 Share Posted October 17, 2013 Your scene is rather complicated, so it is hard to see where the problem lies. To diagnose a problem like this its important to simplify everything down to the basics. Have you managed to get the method to work using the type of simple scene I use in the tutorial? You can load the pointcloud in using a file sop, and the examine it to check if your attributes are turning out as you expect. As far as I can see the shader should work. Peter Quote Link to comment Share on other sites More sharing options...
gillsp Posted October 17, 2013 Author Share Posted October 17, 2013 I can definately check and see if I can succeed with your tutorial, but mine is using popnet, even if I did fine with flip solver, it might work out differently in the popnet. Because the wetness and new_wetness attributes were succesfully created and transferred, I don't get why it wasn't showing up using the shader. Quote Link to comment Share on other sites More sharing options...
gillsp Posted October 18, 2013 Author Share Posted October 18, 2013 I did a tryout version which is much more simplier scene, but it still turns out the same. If this was what you were asking, would it be the method you used in flip cannot be used in popnet? wetmaptest.hip Quote Link to comment Share on other sites More sharing options...
Peter Quint Posted October 18, 2013 Share Posted October 18, 2013 I think it should work with a popnet. Your particles represent what is wet, you attribute transfer to some points scattered on the geometry. The Solver node is then used to manage those attributes on the points (wet points stay wet), and the shader uses a cached version of these points to shade wet or dry. I've no access to Houdini for the next ten days I'm afraid, so cant check your scene. Quote Link to comment Share on other sites More sharing options...
gillsp Posted October 18, 2013 Author Share Posted October 18, 2013 It's okay, I will try out different things or start working on another project until you can get a clue of what is going on, because I can't figure it out myself. Quote Link to comment Share on other sites More sharing options...
sadhu Posted October 19, 2013 Share Posted October 19, 2013 In sopsolver/vopnet u r using parameter node to import wetness and new_wetness attributes. Instead use import attribute node to import them and find out max amongst them. Find out from help file what is the difference between parameter and attribute. Check the attached file. Hope this helps soln_wetmaptest.zip Quote Link to comment Share on other sites More sharing options...
gillsp Posted October 19, 2013 Author Share Posted October 19, 2013 Thanks a lot, sadhu, the wet map shows up. But your method doesn't seem to work with the render attributes that peter sets up, even if I change the search radius, the points/wet particles still show as particles instead of metaballed or a map. http://vimeo.com/52290971 this was the tutorial that I did mine based off. Quote Link to comment Share on other sites More sharing options...
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