Dag Kjetsa

Dougie0047

About Me

EXPERTISE
VFX Artist
INDUSTRY
Film/TV

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LOCATION
Berlin, Germany
WEBSITE

Houdini Skills

Availability

Not Specified

Recent Forum Posts

Convert Karma (world space) normal aov into tangent space? May 20, 2024, 3:39 p.m.

Hello there,
does anyone know how to convert the karma normal aov into a tangent space normal map? It seems to me that the rendered normal aov is in world space - at least not in tangent space - and I need to convert to tangent space. How to do this?

Thanks,
Dag

component builder problem May 19, 2024, 12:54 p.m.

Hello. Ok, so I'm in Solaris, I have an asset - a seaweed asset from Quixel - and I want to build a usd asset out of this. The asset has, in this case, one geo (some other ones have multiple geos), and three texture sets (1k, 2k, 4k). I want to build into the asset multiple shaders, 1k and 2k for karma and for redshift. I wanted to use the component builder for this because I thought that would be the easiest way. Turns out it is hard to get it to work the way I wanted...
I have attached a pdf with images to explain what is going wrong, but the gist of it is this. I thought I had things set up correctly, meaning I have one material library where all the shaders live, and one component material for each variant I want (1k and 2k, karma mtlx and redshift).
In the component output I can set the default component to be a karma material, and they show up. But the redshift materials do not(and, yes, I did switch to the redshift renderer in the viewport). Then, when I try to autofill the material library nothing works any more, and solaris complains that it cannot find paths/materials. If I then manually try to change paths in the component material nodes I can get the karma materials back, but not the redshift ones.
Please look at the pdf. The images should show this better than I can write it.

What am I doing wrong? Should this not be really simple to do? And will things get even more complicated when adding geometry variants as well?

Help is much appreciated!
Cheers,
Dag

How to (non-linearly) reduce velocities for fast particles April 12, 2024, 9:09 a.m.

Hello again,

this might be a bit of a beginner question, but since I am not well-versed in the world of pops:

how can I slow down particles that are moving much faster than the overall speed of the rest of the particles in a pop sim?
I would like to implement a way to dampen the speed of the fastest particles with some sort of a ramp/falloff. Dampen, not stop or slow these particles down too much, just bring them more in line with the bulk of the simulation. How to best do this?

Thanks,

Dag