Jean-Luc Gason
Jean-Luc Gason
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Recent Forum Posts
changing shader with light Sept. 8, 2015, 2 a.m.
Thanks a lot Pezetko and Enivob
I'm rushing to finish a project so I lack time right now but can't wait to put my hands on this to look at how you did it.
Best regards
I'm rushing to finish a project so I lack time right now but can't wait to put my hands on this to look at how you did it.
Best regards
changing shader with light Sept. 3, 2015, 5:17 a.m.
Hi,
As a small challenge to learn shading I'm trying to do a simple earth planet in Houdini.
It fits my modelling skill…
Anyway, I have 2 maps, a day and a night map, I was just wondering if it was possible in Houdini to group some faces or points by “hit by a specific light” or not, and thus remplace shading by group (if it is a good idea or the good way to do it).
Also is it possible to do a bit of gradient transition between the 2 textures ?
Thanks
Jean-Luc
As a small challenge to learn shading I'm trying to do a simple earth planet in Houdini.
It fits my modelling skill…
Anyway, I have 2 maps, a day and a night map, I was just wondering if it was possible in Houdini to group some faces or points by “hit by a specific light” or not, and thus remplace shading by group (if it is a good idea or the good way to do it).
Also is it possible to do a bit of gradient transition between the 2 textures ?
Thanks
Jean-Luc
Attrib transfert-> DOP Activation April 23, 2014, 3:12 p.m.
Hi,
I'm working on an “Activation by color” DOP for Voronoi fractured crumbling. Just to learn DOP further.
I'm just having a small problem, everything works, I create sphere transfering it's RED attribute to points, a ForEach to to create a center point for each fractured element, and an AtribTransfer to transfer color to point in contact with the sphere. Then use a point() in activate…
I tried to replicate the exemples I found for that, and it works quite well but…
My problem is that the activation attribute is only transferred while the sphere is in contact with the cells, but once the sphere move out of their range, they are black again and thus stops “mid air” in the simulation…
How can I transfer the color attribute in a way it stays RED even after the sphere as moved ?
Or is there a more elegant way to achieve that ? If I create an “Activated” attribute and set it to 0 on the voronoi cells and 1 on the sphere then transfert it, can it work ?
Joining the HIP file, if someone had time to take a look, it would be great…
Thanks
I'm working on an “Activation by color” DOP for Voronoi fractured crumbling. Just to learn DOP further.
I'm just having a small problem, everything works, I create sphere transfering it's RED attribute to points, a ForEach to to create a center point for each fractured element, and an AtribTransfer to transfer color to point in contact with the sphere. Then use a point() in activate…
I tried to replicate the exemples I found for that, and it works quite well but…
My problem is that the activation attribute is only transferred while the sphere is in contact with the cells, but once the sphere move out of their range, they are black again and thus stops “mid air” in the simulation…
How can I transfer the color attribute in a way it stays RED even after the sphere as moved ?
Or is there a more elegant way to achieve that ? If I create an “Activated” attribute and set it to 0 on the voronoi cells and 1 on the sphere then transfert it, can it work ?
Joining the HIP file, if someone had time to take a look, it would be great…
Thanks