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Showing posts from May, 2026

PTGui/HDRI stitching guide

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  Select all raw images from job/project file Once loaded, choose 'Enable HDR mode'. PT Gui will automatically know how many sets of bracketed images the folder contains. Choose ' Merge bracketed images to HDR and link the positions '. THE IMAGES NEED TO BE BRACKETED OTHERWISE IT WILL MESS WITH THE HDRI Once this is done, choose ' Align images ' Navigate to the Create Panorama tab Set Width x height to 8k: '8192 x 4096' Check the HDR panorama tick box Make sure HDR File format is OpenEXR Change Output file prefix to naming convention as mentioned above Output color space: ACEScg In ' Settings ' Alpha Channel : No alpha channel Bit depth : Float (32 bits per channel) Compression : None Then create panorama IN NUKE: View the first ' Spherical Transform node ' to find the angle facing down towards the tripod Drop a roto paint node beneath this in order to clone/paint over the tripod area Drop in a mmColorTarget node (you may need to upd...

COPs simple pattern creation

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  create a sdfShape node - chose your desired shape  sdf to mono (converts to mono) create a tilePattern node - adjust where needed  Convert to rgb sopImport geo and create previewMaterial  To export pattern

Simple Terrain path/mound

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  start by creating a grid for the terrain  Then use a group create and enable bounding box - Select the area where you want the path/mound. split the path so you can edit it to look like a mound. create an attribute adjust float - attribute name: bbox - operation: set always - pattern type: bounding box Then create an attribute wrangle - vex: @P.y += chramp('remap', @bbox) * chf("threshold"); - this will take the Y position and allow you to adjust its shape - the threshold then lets you adjust the stremgth  merge the rest of the grid back to the edited area - add a mountain to build the rest of the terrain shape                                                                            result

Liquid Lookdev Notes

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When creating an asset that has liquid bare in mind Dielectic priorities. This arnold site explains it here , essentially, there are three priorities. This will be the liquid (1), then Ice (2), and the glass/plastic (3). This is set in the standard surface when you're in the look.  The diagram above shows the priority order. It also shows that the liquid geo needs to slightly intersect with the glass or plastic geo.  Depending on the liquid these settings may vary but for the example I used these. And then in the out context I bumped the ray depth to these settings: The amount will again vary depending on the liquid, ice and glass, but these are the settings I used for my example. 

Houdini Scatter Variants

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  - Import the desired geo/asset into houdini - Using a name node label each variant i.e variant_01 - Then pack the geo (if your geo is all one object you can get the same result with an assemble node) - Merge all the geo/assets  - scale if needed (I scaled to 0.1 bc I was working in Maya) - create points to copy to, in this case a grid - Transform node is just to position where I need the points  - create a point wrangle: i@object=int(rand(@ptnum+chi("seed"))*4); - The vex creates an interger called object on the points (i@object), then converts the float to an interger (int), generates a random number between 0-1 (in this case the *4 makes it between 0-3) and then a slider parameter is made so you can control the randomness (chi("seed")) - create a copy to points node - connect the merged assets into the left input of the copy to points + grid points into the right input