Cerac Brown
Bergerac
About Me
専門知識
Generalist
業界:
Advertising / Motion Graphics
Connect
LOCATION
United Kingdom
ウェブサイト
Houdini Engine
Availability
Not Specified
My Gallery
Recent Forum Posts
Console not displaying render progress information 2023年12月3日21:01
Hey Ewan -
I also couldn't see it with arnold, but eventually found it here:
Try opening a new floating window and setting the pane tab type to 'log viewer' and then looking for an entry from your output rop.
You've probably already figured that out but still posting for completion
Cheers,
B
I also couldn't see it with arnold, but eventually found it here:
Try opening a new floating window and setting the pane tab type to 'log viewer' and then looking for an entry from your output rop.
You've probably already figured that out but still posting for completion
Cheers,
B
Houdini Hair transparency control 2019年5月8日9:59
So ive found out that mantra does what im asking for on the fly, no need for pre UV'ing - big shout to Matt Estela @ cgwiki who solves so many of my problems. If you aren't supporting his patreon, then go do it now!
Houdini Hair transparency control 2019年5月8日7:56
Here's a better example of what im after (in houdini this time)
Im using uv texture to generate rows and columns - which works for the U, but obviously the V is clamped to 0.5 all the way along (as its just a curve, so i understand i cant generate a range for this)
So is there a way for mantra to do this at rendertime? Ive currently got this set up just using the width attribute to control the thickness, and using a standard principled shader to plug the U into to get the colour gradient on the curve. Hip attached if anyone wants to have a look.
Cheers,
C
Im using uv texture to generate rows and columns - which works for the U, but obviously the V is clamped to 0.5 all the way along (as its just a curve, so i understand i cant generate a range for this)
So is there a way for mantra to do this at rendertime? Ive currently got this set up just using the width attribute to control the thickness, and using a standard principled shader to plug the U into to get the colour gradient on the curve. Hip attached if anyone wants to have a look.
Cheers,
C