[Sidefx-houdini-list] Water Light Effects And the Trail Sop
PSpicer at bournemouth.ac.uk
Mon Feb 16 11:50:16 EST 2009
You can use the lit fog shader as a (shift+c) material SHOP on an Atmosphere Object parented to a Light Object (spotlight is a good starting point). This will cause the light to have a volumetric beam. You can load into the light object a crinkle pattern (either procedurally generated using COPs noise / deform, or from an image sequence) to project through the light creating the desired underwater atmospheric beams.
If you are generating lines from your points you can use a Sweep SOP to sweep a circle along the curve to produce a tube.
Programme Leader - MA Digital Effects
National Centre for Computer Animation
Bournemouth University - UK
From: sidefx-houdini-list-bounces at sidefx.com [mailto:sidefx-houdini-list-bounces at sidefx.com] On Behalf Of gravatar at gravatonia.com
Sent: 16 February 2009 16:44
To: sidefx-houdini-list at sidefx.com
Subject: [Sidefx-houdini-list] Water Light Effects And the Trail Sop
I have two separate questions which are more or less unrelated. I need to create an underwater lighting scene, but am a little stumped on how to get rays of light in Houdini. The is a lit fog shop that I wanted to try, but I could not find anything that it plugs into. If one of y'all could give me a general starting point on where to look, I would appreciate. The light beams are the only thing I really have left to do in the scene. I know how to do it in other apps, but comping it in in post would be very challenging.
Question 2, I am playing around with the trail sop trying to create strings from a particle sim. I get lines between the trail points, but I want renderable geometry like a tube. Spent most of last night playing with various nurb functions (I usually poly model so I had to really refresh my memory.) I haven't found anything that works properly. Closest I came was using bridge but it also generated geometry between the ends of the separate strings. If y'all could point me in the right direction on this as well, I would appreciate it.
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