Richard Gavin
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Recent Forum Posts
How to create Different Rotation each uv tile? June 26, 2024, 7:54 p.m.
Its probably best to do this at the rendering stage in H20 you can use the hex tile node for karma.
If you are in an early version you can build you one using mtlx nodes.
If you are in an early version you can build you one using mtlx nodes.
Day 5 | Lookdev | Light Mixer | Image March 5, 2024, 7:25 a.m.
Modelled in Maya, stylized Hair in Houdini.
Lighting with Karma. Love Solaris it rocks.
My very first Mardini entry. Hope its Ok.
Lighting with Karma. Love Solaris it rocks.
My very first Mardini entry. Hope its Ok.
Houdini 20 new texture mask paint node limitations? Dec. 23, 2023, 11:09 a.m.
@ObeidaZakzak nice idea in hip hanks.
COPS does not update the viewport natively sadly. However there is a little hack to force it to update.
A COP network node by default creates a mesh. Its at the origin. This does update when you change colours etc.
If you merge your geo in with this COP when you change the color/ramps etc. It will update. Win.
Cavet, which node should COPS display? In this COPs is a bit like CHOPs. You need to set the export flag (brown one) to the node you wish to visualise.
Last little tip, I found that leaving the COP at the default Mesh is a bit slower, changing this to Volume slice makes the update faster. Now you can update colours Ramps etc and it will update in the viewport.
With COPs Heightfields and SOPs, there is the basic structure of a texturing system there already. It needs some dev love to make it more stable and faster but Ive been relatively impressed with what you can get out of it as is. You can find some of my experiments and hints and tips over here.
https://www.youtube.com/@3D_GO
COPS does not update the viewport natively sadly. However there is a little hack to force it to update.
A COP network node by default creates a mesh. Its at the origin. This does update when you change colours etc.
If you merge your geo in with this COP when you change the color/ramps etc. It will update. Win.
Cavet, which node should COPS display? In this COPs is a bit like CHOPs. You need to set the export flag (brown one) to the node you wish to visualise.
Last little tip, I found that leaving the COP at the default Mesh is a bit slower, changing this to Volume slice makes the update faster. Now you can update colours Ramps etc and it will update in the viewport.
With COPs Heightfields and SOPs, there is the basic structure of a texturing system there already. It needs some dev love to make it more stable and faster but Ive been relatively impressed with what you can get out of it as is. You can find some of my experiments and hints and tips over here.
https://www.youtube.com/@3D_GO