[Sidefx-houdini-list] How to improve sprite visualisation quality in the viewport.
muhittin.bilginer at googlemail.com
Tue Jan 12 20:15:36 EST 2010
The problem is that I am using one single image that is something like
200x20000... and this has been offset per SPRITE to map a portion of
it. So that's the reason for the low quality in the view port. This is
fixed at render time where each sprite gets its map individually.
I guess with that technique there is nothing to do.
By the way, the " texcache command" is really interesting. It did not
change anything in my case. But it is good to know that one can tweak
On Mon, Jan 11, 2010 at 2:40 PM, David Johnson <daveinengland at gmail.com> wrote:
> I haven't checked this, but you might want to look at the texcache command
> in the viewport. If you have the RAM, set the resolution and memory
> allocations much higher here. That should help some.
> On Mon, Jan 11, 2010 at 6:12 AM, Muhittin Bilginer <
> muhittin.bilginer at googlemail.com> wrote:
>> Ah Yes, Cd helps for the opacity. but what I am talking about is just
>> the low resolution. In my case I have some people, like a crowd. And I
>> can hardly see any of the details... the viewport preview is just very
>> low res... Under Maya with a sprite node, I can see the smalest detail
>> of the faces... clothes etc. Under Houdini it is just a blur of
>> Any ideas?
>> On 1/11/10, François Duchesneau <sidefx at trinix.ca> wrote:
>> > If you're talking about the fact that there's no opacity then you'll be
>> > surprised as I was to know you have to add the Cd attribute to make it
>> > François
>> > Muhittin Bilginer wrote:
>> >> Hi,
>> >> I am doing some work with sprites, where I have different image
>> >> sequences mapped on my sprites. This is almost the first time I am
>> >> using sprites since a long time. What I have noticed is that the
>> >> preview quality of the sprites in the viewport under Houdini is really
>> >> poor compared to the sprite preview in Maya. I do not remember it to
>> >> be that bad?!
>> >> Is there a way to imporve this, a display option or setting... or some
>> >> kind of a cheat I can do with a quick shader? I tried
>> >> It is a generic "Sprite POP" that is used. Nothing special. And I
>> >> think it is using a built in sprite shader.
>> >> Many thanks.
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>> Muhittin Bilginer | Effects Technical Director
>> Double Negative Visual Effects
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Muhittin Bilginer | Effects Technical Director
Double Negative Visual Effects
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