Alex Stephan
alexlstephan
About Me
専門知識
VFX Artist
業界:
Film/TV
Connect
LOCATION
Canada
ウェブサイト
Houdini Engine
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Not Specified
Recent Forum Posts
popflow example explodes at higher resolution at frame 2 2007年11月23日14:39
hi here,
1. load $HFS/mozilla/documents/examples/nodes/dop/particlefluidsolver/PopFlow.otl
2. set flow_fluid/particle separation to 0.01 (reasonable resolution)
try to simulate: fluid explodes at frame 2
I tried a lot of things to make it work. I am out of ideas.
anybody been there?
regards
alex
1. load $HFS/mozilla/documents/examples/nodes/dop/particlefluidsolver/PopFlow.otl
2. set flow_fluid/particle separation to 0.01 (reasonable resolution)
try to simulate: fluid explodes at frame 2
I tried a lot of things to make it work. I am out of ideas.
anybody been there?
regards
alex
bsdf specular() question 2007年11月16日15:27
and dir is usually the direction of perfect “specular” reflection, not the surface normal), which explains why you couldn't adjust its roughness.
thanks, that helps. however, I am not sure what direction of perfect “specular” reflection means" so I shouldnt use frontface(normalize(N), I) as an input?
bsdf specular() question 2007年11月16日14:32
Hi all
how do you get a roughness parameter properly working in the bsdf specular() function:
the followong code is not working as expected: (result is just diffuse shaded no spec high light at all), compiles fine.
float rough =.01;
vector nml,V;
V = -normalize(I);
nml = frontface(normalize(N), I);
F = (Cd * diff) * diffuse();
bsdf carp_bsdf = specular(nml,V,rough)*basecolor;
F += refl * (clampcolor / albedo(carp_bsdf)) * carp_bsdf;
the following is looking good, but I can`t adjust roughness
vector nml,V;
V = -normalize(I);
nml = frontface(normalize(N), I);
F = (Cd * diff) * diffuse();
bsdf carp_bsdf = specular(nml)*basecolor;
F += refl * (clampcolor / albedo(carp_bsdf)) * carp_bsdf;
I might just miss something obvious here.
how do you get a roughness parameter properly working in the bsdf specular() function:
the followong code is not working as expected: (result is just diffuse shaded no spec high light at all), compiles fine.
float rough =.01;
vector nml,V;
V = -normalize(I);
nml = frontface(normalize(N), I);
F = (Cd * diff) * diffuse();
bsdf carp_bsdf = specular(nml,V,rough)*basecolor;
F += refl * (clampcolor / albedo(carp_bsdf)) * carp_bsdf;
the following is looking good, but I can`t adjust roughness
vector nml,V;
V = -normalize(I);
nml = frontface(normalize(N), I);
F = (Cd * diff) * diffuse();
bsdf carp_bsdf = specular(nml)*basecolor;
F += refl * (clampcolor / albedo(carp_bsdf)) * carp_bsdf;
I might just miss something obvious here.