Vector Displacement
#21
Posted 27 March 2009 - 09:45 PM
Laptop: Macbook Pro 17" 1920x1200, Core 2 duo 2.66 ghz, 4GB Corsair low latency ram, 320GB 7200 RPM hdd, GeForce 8600M 256MB
Desktop: Dual G5 Tower, 2x2.0ghz G5 processors, 2gb ram, two 320GB SATA hdds (mirrored raid), GeForce 6800 Ultra DDL 256MB
#22
Posted 28 March 2009 - 08:11 AM
#23
Posted 30 March 2009 - 01:18 PM
When you doing your vector displacement map. Are you using tangent space and black to zero, not normalized options to get best results?
#24
Posted 30 March 2009 - 11:10 PM
Here is the 3d file:This is funny. I'm still having some problems with this one. I downloaded your modifyed houdini file and then replaced obj file and exr file with my own files and it dosen't give the results I want. Do you still have your cube obj file and exr that I can borrow to see if that works.
When you doing your vector displacement map. Are you using tangent space and black to zero, not normalized options to get best results?
http://www.michaelcr...testdisp.3b.zip
the cube is exported using low poly original positions (basically the original cube), and the exr is exported using black (not normalized).
Laptop: Macbook Pro 17" 1920x1200, Core 2 duo 2.66 ghz, 4GB Corsair low latency ram, 320GB 7200 RPM hdd, GeForce 8600M 256MB
Desktop: Dual G5 Tower, 2x2.0ghz G5 processors, 2gb ram, two 320GB SATA hdds (mirrored raid), GeForce 6800 Ultra DDL 256MB
#25
Posted 01 April 2009 - 12:04 PM
Laptop: Macbook Pro 17" 1920x1200, Core 2 duo 2.66 ghz, 4GB Corsair low latency ram, 320GB 7200 RPM hdd, GeForce 8600M 256MB
Desktop: Dual G5 Tower, 2x2.0ghz G5 processors, 2gb ram, two 320GB SATA hdds (mirrored raid), GeForce 6800 Ultra DDL 256MB
#26
Posted 01 April 2009 - 11:41 PM
#27
Posted 08 April 2009 - 10:12 PM
I'm not so au fait with all this vector map v normal map stuff (kudos to you), but as you're kinda new to Houdini I wonder if you've seen the GLSL tangent / object space normal map materials?
There is an example file from the help card here http://www.sidefx.co...angentnormalmap and here http://www.sidefx.co.../ogl2_normalmap
There also exists another example file with a vopnet which is hidden away on the Exchange, here http://www.sidefx.co...p;versionid=562
The tangetspace example uses an inline vop to include a vop function which isn't exposed as a vop node, so you might have missed it if you weren't looking outside vop land. Just though you might be interested to know about it if you didn't already... if you even find it useful, that is.
Also, if you ever encounter any extreme displacements sometimes applying the vm_redice property to your material or object can help mitigate issues - http://www.sidefx.co...props/mantra9_1
#28
Posted 13 April 2009 - 08:44 AM
#29
Posted 19 April 2009 - 01:07 PM
This is an interesting thread. I'm a houdini user myself!
What would be the workflow in 3d coat's voxel sculpt mode with regards to exporting the vector displacement to be used in Houdini?
regards
Erik
#30
Posted 20 April 2009 - 01:52 PM
Ive been doing some research into vector displacement with houdini, and was messing with the shader you guys have been working on. Looks like it has some problems with negative displacements. Theres a more detailed explanation here as well as a screenshot of the problem.
Anyone know why this would be happening? It be great to solve this as I have a vector displacement baker in works using Houdini and they would go great with each other. I cant quite see where the problems lies, the shader looks correct to me.
http://www.sidefx.co...m...pic&t=15077
Cheers
Nick
#31
Posted 10 May 2009 - 11:42 PM
The EXR file format itself supports full dynamic range (signed float point numbers with no restrictions) so it's perfect for displacements.
Laptop: Macbook Pro 17" 1920x1200, Core 2 duo 2.66 ghz, 4GB Corsair low latency ram, 320GB 7200 RPM hdd, GeForce 8600M 256MB
Desktop: Dual G5 Tower, 2x2.0ghz G5 processors, 2gb ram, two 320GB SATA hdds (mirrored raid), GeForce 6800 Ultra DDL 256MB
#32
Posted 27 October 2009 - 08:22 AM
Houdini should support floating point TIFF just fine, though to be honest I usually use EXR.
Last tidbit before I sleep: When rendering in Houdini, convert your images to RAT format which is Houdini's native texture format. Houdini can use almost anything for a texture, but RAT will be fastest with least RAM used. You can use Mplay to save out an image to RAT, or the standalone tool "icp" (shell on Linux, terminal on OSX, Houdini Command thingy on Windows, sorry I don't use Windows much I forget the menu entry name).
FYI this viewer is available from the free version of Houdini (Apprentice) for Windows OSX and Linux in case people want a really nice image (and flipbook) viewer.
Cheers,
Peter B
#33
Posted 27 October 2009 - 12:02 PM
See the picture. Psyborgue, if you are out there, maybe you can check the houdini file and see if there something to fix. I added Fit Range node just after texture node and that seems
to work nicely. I will make a small tutorial soon how to make this work in 3d-coat and houdini.
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