[Sidefx-houdini-list] Bridge of Cards 2

Beatriz Lorenzo bealobo at gmail.com
Mon Mar 31 10:06:57 EDT 2008


hi!

I tried that as well, and finally the problem was in the randomization
expression.
Many thanks for the help to both of you!!!
Cheers,


Beatriz



On 28/03/2008, Pablo Giménez <pablogipi at gmail.com> wrote:
>
> 2008/3/28, Beatriz Lorenzo <bealobo at gmail.com>:
>
> >
> > Hi again!
> >
> > Still no luck. So here are a couple of questions:
> >
> > - Mantra parameters are overriden if there is an attribute (same name
> and
> > type) on the geometry. Do I need to actually enable any overrides in the
> > material SOP or int eh SHOPs? I ask this because I've seen many
> > "overrides"
> > here and there. I have the shaders in SHOP context and geometry in OBJ,
> if
> > it makes any difference.
>
>
>
> To override parameters in a mantra shader you need to have POINT
> attributes
> in your geometry of the same type.
> For example for your map parameter in you shader, you only need to look at
> the shader parameters, not the material, go into the material and look at
> the parameters in your displacement/surface shader you want to  overrides
> parameters.
> So you usually use Attribute Create SOP and create a point attribute with
> the same type, avoid integer parameters I don't know now but in previous
> versions I remember problems with integer parameters and parameter
> overriding, and same name of the parameter you want to override, then you
> only need to play with the value of this attribute to control you shader
> parameter.
> Hope this helps.
>
>
> - About randomizing, I'm using a stamp. So I made a new map (in this case
> is
> > map) attribute on the card geo (not on the points to copy to), class
> > primitive, type string. And defined the string:
> > $HIP/images/cards.`stamp("../copy2","randomizer",1)`.jpg
> > For the copy SOP I made the randomizer stamp with this:
> int(fit(rand($PR),
> > 0, 1, 1, 52)) --- Actually that might be the problem, as I've copied
> this
> > expression from your previous explanations to pingo without a lot of
> > thought, without any thought.
> > And for the material, it is just a simple decal with this texture
> applied:
> > $HIP/images/cards.$F4.jpg -- althought it doesn't matter if I put a
> single
> > file like: $HIP/images/cards.0001.jpg
> > Do you detect something really bad ni this setup? I mean, it works in my
> > head but not in Houdini!!!
> >
> > Many thanks  for any help!!!
> > :D
> >
> > Beatriz
> >
> >
> >
> > On 27/03/2008, Antoine Durr <antoine at floqfx.com> wrote:
> > >
> > > Yeah, a 52-layer shader is not particularly someplace you want to go
> > > to!!!!
> > >
> > > Again, here's the underlying concept, which is one of the coolest
> > > things about the Mantra renderer: any parameter of the shader can be
> > > overriden by data (attributes) on the geometry.  And to do this, all
> > > you have to do is match the name (and type and size, actually) of the
> > > shader parameter with the data on the geometry, and it will
> > > override.  E.g. a 3-float vector attribute on the shader, e.g. color,
> > > can be overridden by a 3-float attribute on the geometry.  Just make
> > > sure that they're either 3-floats or vector types.  You can do it for
> > > strings as well.  Add a string attribute to the geometry called
> > > 'map' (if that's the string parameter on the shader), and the
> > > geometry's version of 'map' will override.  So now all you have to do
> > > is randomize 'map' accordingly on the geometry.
> > >
> > > -- Antoine
> > >
> > >
> > > On Mar 26, 2008, at 3:49 PM, Beatriz Lorenzo wrote:
> > > > Hi everyone!
> > > >
> > > > this is Beatriz, learning Houdini, totally newbie, etc.
> > > > Just wanted to say hello as I just signed up some days ago and also
> > > > say that
> > > > I'm making a bridge of cards too. I'm on the texturing phase and
> > > > I've been
> > > > reading all the posts about it but somehow I think I'm missing
> > > > something. An
> > > > attached file perhaps?
> > > >
> > > > I tried a different approach using layers (completely ignoring the
> > > > fact that
> > > > the multilayered VEX needed 52 layers!!!) but the expression I set
> > > > for the
> > > > current layer would not recognise the $PR so I thought perhaps it
> > > > was not
> > > > the best approach.
> > > >
> > > > I'm a little stuck with the whole random texturing thing so any
> > > > help is
> > > > welcome.
> > > >
> > > > Cheers
> > > >
> > > >
> > > > Beatriz
> > >
> > > > _______________________________________________
> > > > Sidefx-houdini-list mailing list
> > > > Sidefx-houdini-list at sidefx.com
> > > > https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
> > >
> > > -- Antoine
> > >
> > > Floq FX Inc.
> > > 10659 Cranks Rd.
> > > Culver City, CA 90230
> > > 310/430-2473
> > >
> > >
> > >
> > >
> > > _______________________________________________
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>
>
>
> --
>
>
> Un saludo
> Best Regards
>
> Pablo Giménez
>
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