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Ao based + hand painted remesh resolution, June 30, 2023, 8:02 a.m.
ive got a question about the remesh node, i want to use it's AO based mesh reduction mixed with a hand painted mesh reduction.
in more depth - i plug my hi res character mesh into a remesh node and set edge length to adaptive, which gives me a reduced mesh especially in crevices which is exactly what i want,
but i also want another level of control so i can paint a weight map which will make the mesh finer or courser poly density depending on paint value. , so i put an attribute paint between my mesh and the remesh node, I paint on the model, and bake, but im not getting anyhting approaching the result i wanted,
ive googled this a lot and read the help but am still stumped
any help appreciated
in more depth - i plug my hi res character mesh into a remesh node and set edge length to adaptive, which gives me a reduced mesh especially in crevices which is exactly what i want,
but i also want another level of control so i can paint a weight map which will make the mesh finer or courser poly density depending on paint value. , so i put an attribute paint between my mesh and the remesh node, I paint on the model, and bake, but im not getting anyhting approaching the result i wanted,
ive googled this a lot and read the help but am still stumped
any help appreciated
scattered plants and trees + redshift proxies + randomised colour (softimage style) May 17, 2019, 5:02 a.m.
Hi Guys,
is there a way to have tree meshes scattered on a terrain with variance in leaf colour on every single tree so that no two are the same colour?
back in the Softimage/ICE days i could scatter points on a terrain mesh and give the points a random colour
then i'd create a plant or tree mesh with different materials for bark, leaves etc, in Softimage's node based material builder i would plug in an attribute node into a colour mixer merged in with the leaf texture map, this attribute would read the random colour generated on the scattered points
then i'd export the tree mesh as a Redshift proxy
at render time the proxies would be loaded in, and each individual tree's leaves would be given an individual colour variation within a specified range based on the random colour from the scattered points
this would mean each individual tree would have a unique colour added to its leaves and would be quick in the viewport/quick to render because of RS proxies (it also worked for Arnold standins)
I've been trying to do this in Houdini but am hitting a wall, I've tried material style sheets but that requires me to create a different override for each parameter i want to control then assign specific trees to those overrides, its still not giving me unique colour variation per tree, its also quite a pain to set up, on top of that mat style sheets don't work if there's more than one material on a mesh which makes it redundant in this scenario
I've also tried user data + attributes + shader switch but again you're using a mixer to switch between different specific shaders that you have to individually build,
am i missing something?
thanks for your help Houdiniers
(just to clarify i'm not trying to get unique colours on each leaf of one tree, i'm trying to get each individual tree to be unique)
is there a way to have tree meshes scattered on a terrain with variance in leaf colour on every single tree so that no two are the same colour?
back in the Softimage/ICE days i could scatter points on a terrain mesh and give the points a random colour
then i'd create a plant or tree mesh with different materials for bark, leaves etc, in Softimage's node based material builder i would plug in an attribute node into a colour mixer merged in with the leaf texture map, this attribute would read the random colour generated on the scattered points
then i'd export the tree mesh as a Redshift proxy
at render time the proxies would be loaded in, and each individual tree's leaves would be given an individual colour variation within a specified range based on the random colour from the scattered points
this would mean each individual tree would have a unique colour added to its leaves and would be quick in the viewport/quick to render because of RS proxies (it also worked for Arnold standins)
I've been trying to do this in Houdini but am hitting a wall, I've tried material style sheets but that requires me to create a different override for each parameter i want to control then assign specific trees to those overrides, its still not giving me unique colour variation per tree, its also quite a pain to set up, on top of that mat style sheets don't work if there's more than one material on a mesh which makes it redundant in this scenario
I've also tried user data + attributes + shader switch but again you're using a mixer to switch between different specific shaders that you have to individually build,
am i missing something?
thanks for your help Houdiniers
(just to clarify i'm not trying to get unique colours on each leaf of one tree, i'm trying to get each individual tree to be unique)
Houdini 17.0 RBDMaterialFracture (Glass) not applying detailing? Is this a bug? March 5, 2019, 2:16 p.m.
sorry, i cant help but i wondered if you'd ever found a solution for this?
the general consensus seems to be that the glass shatter only works on flat planes, maybe the curves are over riding the effect
the general consensus seems to be that the glass shatter only works on flat planes, maybe the curves are over riding the effect