atrytone Posted August 20, 2008 Share Posted August 20, 2008 (edited) I have searched far and wide in many forums and there is a theme that many people are searching for a way to render sprites in H9. While coming across many suggestions I have not been successful. Would someone be so kind as to explicitly explain the process and attach a hip that demonstrates it? Could be a simple emitter with a very simple sprite render. Any help would be much appreciated. -Thanks Edited August 20, 2008 by atrytone Quote Link to comment Share on other sites More sharing options...
Guest Swann Posted August 20, 2008 Share Posted August 20, 2008 (edited) It's all there, just try harder:) http://www.digitaltutors.com/store/product...amp;page=1#tabs Edited August 20, 2008 by SWANN Quote Link to comment Share on other sites More sharing options...
MIguel P Posted August 20, 2008 Share Posted August 20, 2008 You have the answer in this tutorial of mine: http://www.miguelperezsenent.com/tut_meteor.html Quote Link to comment Share on other sites More sharing options...
ragupasta Posted August 20, 2008 Share Posted August 20, 2008 (edited) Here is a file. A very basic setup using the Houdini standard Mandril image. Create your particle system. Add a spritePOP Create a Vex Decal for the mandril image and navigate to the houdini folder it is kept in. Add your shader in the spritePOP or as I have done, add it to the material floating browser in the material tab on the geometry node at OBJ level. Create a Mantra Sprite Procedural inside SHOPs and add that to the geometry OBJ. Render tab--->Geometry tab--->Procedural Shader Quick and dirty, but thats about it. Same thing for using a particleSOP, apart from you have to use an attributeCreateSOP for the spritescale attribute if you want to control, that. (Sprite POP has a check-box for that attrib). EDIT: Miguel beat me to it, but I shall leave this post anyways Sprites.hipnc Edited August 20, 2008 by ragupasta Quote Link to comment Share on other sites More sharing options...
atrytone Posted August 20, 2008 Author Share Posted August 20, 2008 Here is a file. A very basic setup using the Houdini standard Mandril image.Create your particle system. Add a spritePOP Create a Vex Decal for the mandril image and navigate to the houdini folder it is kept in. Add your shader in the spritePOP or as I have done, add it to the material floating browser in the material tab on the geometry node at OBJ level. Create a Mantra Sprite Procedural inside SHOPs and add that to the geometry OBJ. Render tab--->Geometry tab--->Procedural Shader Quick and dirty, but thats about it. Same thing for using a particleSOP, apart from you have to use an attributeCreateSOP for the spritescale attribute if you want to control, that. (Sprite POP has a check-box for that attrib). EDIT: Miguel beat me to it, but I shall leave this post anyways Cheers mate! Thanks for the quick response, that was what I was looking for. Quote Link to comment Share on other sites More sharing options...
horipoi Posted August 27, 2008 Share Posted August 27, 2008 Same thing for using a particleSOP, apart from you have to use an attributeCreateSOP for the spritescale attribute if you want to control, that. (Sprite POP has a check-box for that attrib). sorry, but the spritescale attribute doesn't work, I tried several ways, H8 works, but in H9 not. Anybody used it? Tranks! Quote Link to comment Share on other sites More sharing options...
ragupasta Posted August 27, 2008 Share Posted August 27, 2008 (edited) Yes it does work. Create a mantra sprite procedural shader in shops, and inside that in the attribute section type spritescale. I have only had it to work by promoting the attribute at this level. Add an attributecreateSOP and label it spritescale (no uppercase letters). Set the default to 3, 3, 3. Even though sprites are 2d, its expecting 3 values, that why you need to set three values and not two. If you dont set the 3 values it will not work. I set mine to 3, 3, 3. Ok the size slider match that to the default (3). Now use the value ladder on the value attribute. EDIT: Ingore the last values going up, as thats because I used the value ladder on all the axis's at once like a fool AttributeSprites.hipnc Edited August 27, 2008 by ragupasta Quote Link to comment Share on other sites More sharing options...
horipoi Posted August 27, 2008 Share Posted August 27, 2008 Yes it does work.Create a mantra sprite procedural shader in shops, and inside that in the attribute section type spritescale. I have only had it to work by promoting the attribute at this level. Add an attributecreateSOP and label it spritescale (no uppercase letters). Set the default to 3, 3, 3. Even though sprites are 2d, its expecting 3 values, that why you need to set three values and not two. If you dont set the 3 values it will not work. I set mine to 3, 3, 3. Ok the size slider match that to the default (3). Now use the value ladder on the value attribute. EDIT: Ingore the last values going up, as thats because I used the value ladder on all the axis's at once like a fool thanks ragupasta! I understood, I was using a vector type. Ok, so you set the size value to use sprites with 3 values, then in the value param you set the real size of sprites. I dont undertand the logic but it's work, its different to H8. Thanks again Quote Link to comment Share on other sites More sharing options...
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