Khaled AbdelHay
catchyid
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Recent Forum Posts
SSS Question - Standard Mtlx Surface 2024年12月22日11:33
Hi,
Basic question
I understand that thin surfaces should show SSS(e.g. human ears), however I am getting the opposite, or I don't understand what I am seeing. For example, I render a rubber toy, its ears thickness is 0.07, and I set SSS Color = Red, Radius = 0.1. When I render, ears are opaque, while the body shows SSS?
Basic question
I understand that thin surfaces should show SSS(e.g. human ears), however I am getting the opposite, or I don't understand what I am seeing. For example, I render a rubber toy, its ears thickness is 0.07, and I set SSS Color = Red, Radius = 0.1. When I render, ears are opaque, while the body shows SSS?
MaterialX Basic Questions 2024年12月21日10:08
Hello,
Just started to learn materialX and shading, and I have super basic questions:
1) Can I save .mltx material directly from Houdini, let's say I want to save a materialX shading network created in Houdini and load in other app?
2) Are there any "artist" friendly demos/tutorials on MaterialX (even outside Solaris/Houdini)? For example: This is how you setup glass or metal with scratches in MaterialX. PS: I found some tutorials but they are basic, eg create "mtlx standard surface" and add textures to base colors, roughness, etc.
Thanks for helping
Just started to learn materialX and shading, and I have super basic questions:
1) Can I save .mltx material directly from Houdini, let's say I want to save a materialX shading network created in Houdini and load in other app?
2) Are there any "artist" friendly demos/tutorials on MaterialX (even outside Solaris/Houdini)? For example: This is how you setup glass or metal with scratches in MaterialX. PS: I found some tutorials but they are basic, eg create "mtlx standard surface" and add textures to base colors, roughness, etc.
Thanks for helping
Patching Terrain tiles problem (visible height differences) 2024年10月4日13:10
Hi,
I am building an open world for a static camera shot. Near the camera, the terrain has high res, and in the background it's low res (cannot use high res for the entire terrain or I will run out of memory). I use the "terrain tiles" node to split the terrain into 3 tiles (near, middle, far). After processing each tile I convert each to a mesh.
My challange is when I display all meshes together they don't match at the borders. One solution is to overlap borders and upres, fuse points & average heights, etc...! Are there any better options? I am feeling I am reinventing the wheel here (maybe my workflow is completely wrong)?
Note: the reason behind the differences are things like mask blurs/expand, noise distortion that break at the border, plus each terrain might have different features (e.g only near camera there are puddles), so I cannot run the same nodes on each terrain uniformly ...
I am building an open world for a static camera shot. Near the camera, the terrain has high res, and in the background it's low res (cannot use high res for the entire terrain or I will run out of memory). I use the "terrain tiles" node to split the terrain into 3 tiles (near, middle, far). After processing each tile I convert each to a mesh.
My challange is when I display all meshes together they don't match at the borders. One solution is to overlap borders and upres, fuse points & average heights, etc...! Are there any better options? I am feeling I am reinventing the wheel here (maybe my workflow is completely wrong)?
Note: the reason behind the differences are things like mask blurs/expand, noise distortion that break at the border, plus each terrain might have different features (e.g only near camera there are puddles), so I cannot run the same nodes on each terrain uniformly ...