SvenS
SvenS
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Recent Forum Posts
math problem May 25, 2011, 4:11 p.m.
thx. this node gave me enough information to solve my problem
math problem May 25, 2011, 8:28 a.m.
Hello,
I've got problems with the understanding of whats going on in my network. I need to know the in and outputs of the nodes. I've attached an image of the network. Its a CVEX Shader for clouds. Is there any way to quickly check what number and what datatype is going into and gets out of a node?
I've got problems with the understanding of whats going on in my network. I need to know the in and outputs of the nodes. I've attached an image of the network. Its a CVEX Shader for clouds. Is there any way to quickly check what number and what datatype is going into and gets out of a node?
Pyroshader and multiple scattering May 24, 2011, 4:42 p.m.
Thank you both very much.
I was afraid of an answer like this. thx for the link to your thread tamte.
I guess multiple scattering would be render overkill anyway. I will continue to use the pyroshader because it allows me to use the forward scattering phase which is quite important for clouds.
Well I'm not too unhappy with the look of the cloud color and density at all.
The biggest problem is, in my opinion, the overall same distribution of the noise. I tried to solve that by randomize the noise amplitude for each instance. But what I need is to control a specified group of points. Lets say the bottom points of the cloud. I want to group them so that I can assign a higher amplitude of the noise.
Btw: I use a point cloud and for instancing a cloud sphere onto each point. The idea is based on a file from odforce: http://forums.odforce.net/index.php?/topic/12923-pyroclastic-noise-demystified [forums.odforce.net]
If someone wants to see, heres my file. And also two improved renderings.
Any suggestions are welcome.
sven
I was afraid of an answer like this. thx for the link to your thread tamte.
I guess multiple scattering would be render overkill anyway. I will continue to use the pyroshader because it allows me to use the forward scattering phase which is quite important for clouds.
Well I'm not too unhappy with the look of the cloud color and density at all.
The biggest problem is, in my opinion, the overall same distribution of the noise. I tried to solve that by randomize the noise amplitude for each instance. But what I need is to control a specified group of points. Lets say the bottom points of the cloud. I want to group them so that I can assign a higher amplitude of the noise.
Btw: I use a point cloud and for instancing a cloud sphere onto each point. The idea is based on a file from odforce: http://forums.odforce.net/index.php?/topic/12923-pyroclastic-noise-demystified [forums.odforce.net]
If someone wants to see, heres my file. And also two improved renderings.
Any suggestions are welcome.
sven