Gyroscope Posted January 3, 2014 Share Posted January 3, 2014 (edited) Long time lurker, first time poster. I've been a long time Max and Maya user, and have been learning/using Apprentice Houdini on the side for a while. I finally was able to convice my (new) employer to get Houdini Commercial. I'm still learning more about Houdini every day. Anyway, my problem is I'm trying to transfer a project from Max with Vray to Houdini. It's fairly straight forward so far, but I have this one issue. I'm trying to get the edges of some vehicles to pop out while still being clean. In max I can clean/mess up the geo enough and use a Vray Edge texture to show what edges I want. However in Matra, I can't do that, it'll triangulate any n-gon at render time. I've tried doing the same modelling changes in Max in Houdini where I just cap a set of edges and that doesn't work. The shader in use in Houdini would be similar to how it's done in max. Wireframe added to the diffuse. It works for the most part, it's supposed to be a low-poly/papercraft-ish look. Every other object is fine except the vehicle bodies. Any suggestion or help would be greatly appreciated. Thanks. Here is the Mantra render: And the Vray: The attached file is a hip file with the shaders and the obj's I'm importing. PaperCar.zip Edited January 3, 2014 by Gyroscope Quote Link to comment Share on other sites More sharing options...
Gyroscope Posted January 3, 2014 Author Share Posted January 3, 2014 Well, copy node doesn't like the Wireframe VEX node straight away and VEX is an area I still have a lot to learn. Looking to sidestep the whole procedural nature of my approach and just bake the textures for the objects that are troublesome... Quote Link to comment Share on other sites More sharing options...
rafaelfs Posted January 6, 2014 Share Posted January 6, 2014 (edited) Yeah, I can't fully wrap my head around what the wireframe SHOP is doing and it might have something to do with how mantra sees geometry, rather than the viewport... Anyway, here's one potential solution using COPs to streamline the texture creation. Cheers TestCarBody_texture.hip Edited January 6, 2014 by rafaelfs 1 Quote Link to comment Share on other sites More sharing options...
Gyroscope Posted January 7, 2014 Author Share Posted January 7, 2014 (edited) Thanks for your help Rafael, I ended up creating with a similar solution. Edited January 7, 2014 by Gyroscope Quote Link to comment Share on other sites More sharing options...
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