sliverfx
sliverfx
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Recent Forum Posts
Can't render the background image from an Environment Light with openGL Oct. 23, 2018, 5:01 p.m.
Hi guys,
How is it possible to render an Environment Map (as background image) from an Environment Light with the openGL ROP ?
For some reasons, I'm not able to get the background image visible in my render. I only get the lighting on my object, but not the background image. The background remains black.
In the Environment Light :
- Enable Light in Viewport is ON
- Render Light Geometry is ON
In the camera :
- Enable Background is ON
Exporting as .exr and .jpg and no difference
Thanks in advance for any help.
How is it possible to render an Environment Map (as background image) from an Environment Light with the openGL ROP ?
For some reasons, I'm not able to get the background image visible in my render. I only get the lighting on my object, but not the background image. The background remains black.
In the Environment Light :
- Enable Light in Viewport is ON
- Render Light Geometry is ON
In the camera :
- Enable Background is ON
Exporting as .exr and .jpg and no difference
Thanks in advance for any help.
How a Flip sim can affect a Pyro sim | Fluid Density + velocity Aug. 12, 2017, 8:08 p.m.
Hi guys
I'm wondering how a Flip simulation can affect the behaviour of a Pyro/Smoke simulation. Do you have any solution ? (basic file attached to this thread)
Actually, I would like to create an underwater smoke simulation and that's why I was trying to affect the motion of the smoke by the Flip water density.
In the following example https://vimeo.com/57182252 [vimeo.com] the smoke is affected by an air density field.
In my case I would like that the smoke will be affected by a “water field” to create and underwater behaviour based on water density and velocity.
I hope it's clear enough.
Thanks for your help
I'm wondering how a Flip simulation can affect the behaviour of a Pyro/Smoke simulation. Do you have any solution ? (basic file attached to this thread)
Actually, I would like to create an underwater smoke simulation and that's why I was trying to affect the motion of the smoke by the Flip water density.
In the following example https://vimeo.com/57182252 [vimeo.com] the smoke is affected by an air density field.
In my case I would like that the smoke will be affected by a “water field” to create and underwater behaviour based on water density and velocity.
I hope it's clear enough.
Thanks for your help
Re-Orient Particles Normal +Z axis to + X axis Nov. 26, 2014, 9:20 a.m.
Thank you very much for your reply Edward, I understand what you mean.
The problem was in Krakatoa, so I have add a Negative node to my Normal attributs with the Magma Flow and now the rendering is correct.
The problem was in Krakatoa, so I have add a Negative node to my Normal attributs with the Magma Flow and now the rendering is correct.