sergeneren.com/2019/08/21/creating-low-altitude-clouds/ fun tutorial someone shared at work about modeling clouds using pyrooooooooooooooo
Archived post by aswaab
They are stored in a python file that is loaded when Houdini launches… one sec, I’ll find the support page
www.sidefx.com/docs/houdini/hom/locations.html (In the startup scripts section)
I have a module called fcurves, and in there is a function called overshoot(), which can take some parameters or operate using default values if no parameters are entered.
Archived post by TOADSTORM
here’s what i was thinking. this would work better using point attributes as the bias instead of just a global bias. this will blend the position and orientation of packed rigid bodies back to their original positions/orientations, during the simulation so collisions are preserved.
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20191308/15/19/blend_rbd_toadstorm.hiplc
Archived post by jake rice
yeah that’s the grid resolution stuff
it’s definitely going to be dependant on the grid res at the end of the day. but that’s the tradeoff
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20193808/12/19/grid_to_levelset_curves_v02.hip
Archived post by flight404
looking at the random paper or two: www.researchgate.net/publication/220068154_Rendering_Traditional_Mosaics
but the bit i need to solve manually to really get more control is to roll my own offset curves and honestly, i just aint in the mood at the moment.
I remember making a pass that worked okay, but when it comes time to fix overlaps, i lose interest.
Archived post by Bender
Archived post by Bender
hdrihaven.com/ texturehaven.com/
great resources for practice textures/hdrs
docs.google.com/presentation/d/1OBGSp2Wjw7CuIHuJIwvXj-Wpb-hwDfgtNEqrnK5vKKA/edit?usp=sharing I kinda broke the presentation mode on this when I added some stuff… but it’s my ‘intro to lighting’ slides – I added some extra shit for some school age kids I had to do a presentation for that isnt quite fleshed out in the slides as it was done verbally
Archived post by Bender
cheers
Broadstrokes mistakes non-lookdev people make: 1) Putting color in specular color channels on dialectric (non-conductive ie non-metallic) materials . Typically only metals tint the specular response. 2) Clamping high bit-depth maps or using nodes that clamp values on them. 3) confusing roughness/glossiness – make sure your maps are rough where they should be rough 4) Not adjusing the specular color to match the roughness. Typically the specular response is also reduced where it’s roughened – in CG we often invert the roughness map to get the specular color. The roughness *should* take care of the energy distribution across the surface but usually needs a little help from the spec color. 5) Taking into account the affect bump maps have on specular roughness. Remember that the specularity of a surface is simply emulation of micrsocopic diversions on a surface. Bump is just a macro version of this, but make the frequency small enough and you’re effectively increasing specular roughness. If you’re going to use high frequency bump, make sure its plugged in while you address specular roughness values> 6) SSS will reduce bump and shadow fidelity on macro and micro scales. You may need to adjust bump or diffuse in order for it to be read as you expect while using SSS (again, VERY broad stroke note) 7) Confusing bad shading with bad lighting. If you’re getting highly detailed bump that you cant seem to shake, or things are looking highly specular when you dont think they should be – is it acually because you have lights with no surface area? The smaller the light area the less points on a highly bumpy, highly glossy surface that will catch the glancing angle of that light… make sure your light sources are based in the reality of the shot – a reason why both neutral look development and shot Lookdev are equally important
Archived post by tokyomegaplex
Has anyone seen this stuff? Sooooo fucking cool
Archived post by Nick D
@Sepu swap $HIP to $JOB for all redshift textures
`def hipToJob(): for node in hou.node(“/”).allSubChildren(): if node.type().name()==”redshift::TextureSampler”: fileJob = node.parm(“tex0”).rawValue().replace(“$HIP”,”$JOB”) node.parm(“tex0”).set(fileJob)`