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petz

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SOHO and instancing 2011年11月11日13:45

tusimi
Could you help me out with one more thing – is there a similar way of accessing per-vertex attributes?

i had the same problem some time ago and the fastest method i found in h11 without using the hdk is something like the following:
prims = geo.prims()
vertexAttrib = geo.findVertexAttrib(“value”)
valList =

hth.
petz

how can I get each primitive's uv become the same? 2011年1月14日6:21

that´s an interesting paper! at work we have our own texture sop that aligns uvs to either a gradient of a scalar or the principal directions of curvature. it doesn´t work for all kind of shapes but for most cases it is doing a good job.
but for the example above i guess it would be a bit overdone. since the whole geometry constist of quads, wouldn´t it be the easiest way to flip the uvs if necessary to match the directions?

petz

mental ray and houdini 2010年2月4日8:34

can people please stop judging renderengines based on gallery pictures! have you ever been on the prman or 3delight site? what´s about their galleries? no fancy gi archivis images! so, does this mean that their renderer produces some poor quality output?
i know this has been said alot but neither mantra nor any renderman compliant renderer do have some “instant look great” button! you have to know what you are doing when using them. that´s the prize for the flexibility you get. and flexibility is the magical world when using renderer under production conditions.
no doubt, mental ray is a really great renderer, especially when it comes to gi but most of the time its not enough to press the “generate physical sky” button and using mi materials to get pretty pictures or even animations. and whenever you have to write your own shader or have to customize the renderengine you definitely will be happy using mantra or renderman.
don´t get me wrong but for someone who is writing that mantras quality can´t compete with mr i expect a bit more experience with both renderers than just looking on some gallery pictures.