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Simplifying SOP network into SOP Generator. How? Aug. 12, 2003, 9:47 a.m.
You can turn the network to a subnetwork. Can't remember exacly where. You can specify parameters you want to be able to have control of in the subnet's properties window. Read up on them, very useful. You might want to check out the nice digital assets features that came out with the latest versions.
If you want just a simple macro to recreate the network from a menu item. Just select the nodes in the network you want to turn to a macro and push the “m” key. You'll get a window that will be self explanatory. Pick the category to place the new macro and save it. Now you can just press tab and find the new macro in the menu you put it in.
If you want just a simple macro to recreate the network from a menu item. Just select the nodes in the network you want to turn to a macro and push the “m” key. You'll get a window that will be self explanatory. Pick the category to place the new macro and save it. Now you can just press tab and find the new macro in the menu you put it in.
Atmosphere op and shader question Aug. 12, 2003, 6:24 a.m.
Hi, I have a scene with matchmoved geometry of a city road and I created a particle system that simulates a huge wave crashing on the buildings and following the camera. Now that that's all lovely, I just realized I need to have this particle system I have in one of my other objects in an atmosphere op for the volumetric rendering. I'm not sure how to reference the particle system in the other obj in the atmosphere op. I cant just simply move it cause the popnet has inputs from geometry in the other node and uses the “Use first context” and so on to use in the collisions.
That's my first problem. now I was wondering if there is any good information on water shaders, subsurface scattering shaders, mist, anything water related. I'm going for the look of the water horses in first lord of the rings. I can do VEX or VOPs so whatever info is great help.
Thanks
That's my first problem. now I was wondering if there is any good information on water shaders, subsurface scattering shaders, mist, anything water related. I'm going for the look of the water horses in first lord of the rings. I can do VEX or VOPs so whatever info is great help.
Thanks