cgside is a new cg channel where you can expect tutorials and tips on Maya, Houdini, and other 3D packages. I also do some python scripting and create tools. Enjoy!
I don't know why but my inner set of stitches are facing inward. I found that the point order is the opposite of the outer set of stitches. Any ideas that would fix this issue?
Hard to say, could the normals not be facing the correct direction? I could have a look at the file, send me a message on patreon, or shot me an email with the file. Cheers
Hi, I've never seen animation done with just the torque attribute - gives a really realistic look, especially with the reduction in angular velocity. Thanks.
hey, How would you approach procedural city with road networks and traffic with fuzzy logic. i couldn't find alot of info about using POP to drive traffic, i understand subtracting P vectors getting direction and moving towards it and using length and fit to drive the speed. BUT i would love to hear about some Advanced stuffs or even about boids behaviour using pop and more optimized workflows or approaches to do these kinda stuffs. we would love to see a video on Vex or Vops covering this topic in near future.
Hey, I would suggest looking into the matrix ue5 demo stuff, they used houdini and the files are available for free. There are also some videos online. Cheers
Do scatter objects have to be referenced into the scene? I have a mesh with two materials apllied and it is shown grey. Also it doesn't seem to be possible to convert to maya geo.
To convert to maya mesh you need to bake instances(bake_instanced_geometry node), but I wouldnt do that. For multiple materials, you want to use Arnold ass files, at least from what I can remember about bifrost. It's been a while, been playing with houdini mostly.
Hello, in my scene i set up a skydome with an hdri, tried this technique here and it works great, but when i check the box indirect specular on the shadowMatte to catch reflections nothing happens, is there a solution to that? thank you cgside
Question: will rotating the texture like this cause the normal map to render wrong? The colors in the normal map are linked to tangent directions but if the uv are rotated this way won’t the normal become unconsisent in certain parts? 😅 I recall a Unreal Engine tutorial addressing this very issue, maybe from EarlVFX. The solution should translate to houdini too.
Hello, this is the second roofing tutorial I've watched, but I still don't understand what the ‘Normal - Attribute Promote - Extract Centroid’ trio does together on normals. What effect do these 3 nodes have on normals? Can you please explain?
You set the normals, promote it to primitives since the extract centroid works on primitives, that way , when you extract the centroid it will make it possible to transfer the normals that we need to orient the planes. There are many ways of doing this. This is just one.
@@cgside Why not just add normals to primitives so that we don't need to promote the attribute.In my PC,even though I promote the attribute from vertex to primitive,the normal direction still shows the vertex direction.I spent a lot of time trying to figure out why and finally just added normal to primtive
wow, I have been looking for this for a while, because this make it possible to place a more natural looking texture on a vast piece of geometry, like terrain, land fields, thanks so much, Cgside