Welcome to od|forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.


  • Content count

  • Joined

  • Last visited

  • Days Won


tfreitag last won the day on January 28 2015

tfreitag had the most liked content!

Community Reputation

41 Excellent

About tfreitag

  • Rank

Personal Information

  • Name

Recent Profile Visitors

3,362 profile views
  1. i also had similar problem. my guess: boolean is very very acurate and can give some very tiny little face, which problably bring the voronoi fracture sop in some troubles. my workaround is to use a remesh, for nice distributed polys. i also come in trouble with subfractruring with boolean again. the first boolean pass works fine. but when i subfracturing the boolean again it almost impossible get any or a nice result. my guess: the first booleanpass produces non manifold meshes on the edges(i.e. when object and fracture geo have different mesh resolution) ... here i build new mesh with vdb. this works fine....but with all the remesh and vdb workflow you will lose a lot of high frequency mesh details...or you have to work with high dense and very heavy meshes. i would be happy to hear from other experiences or workaround.
  2. thanks eetu btw. I have recognized that you have been active member in the demoscene. So you did stuff for organe tv and coma? I've been also active member around 2000 ...the groups from finnland delivered the most crazy and also best demos! But now you transfer the spirit and passion of the demoscene to the houdini community (i.e. your long rnd thread). Nice to see.
  3. hi everyone, i would like to share my latest houdini work. the initial motivation cames from entagmas strange attractor tut (thanks!). based on thomas attractor i build up three force fields to get this kind of complex structures. listen to the music with headphones. tom.
  4. i bought month ago the 6950x. its running like hell. really! i overclocking it easily to 4 ghz. for me it is worth the money. i think its the best compromise between amount of core and single thread perfomance. and whats astonish how much nodes are multitreaded right now. its not only rendering, but the daily workflow becomes really fast. i.e. flip or pyro (with no collision geo) using all the 40 ghz
  5. what a great release! it must be huge amount work of the dev team in 9 month. i really love the "small" features like the foreach loop, visualizer node... but also pyro3 shader , new disney shader, fem 10x faster, bullet is faster, adaptive grain and so on...crazy! i wish sesi best success...and a lot more customers/artist, then more studios would integrate it in here pipeline.
  6. Only the additional CG smoke were rendered with mantra. The car was shaded and rendered in Max/Vray. The packshot of the car is studioshot.
  7. thanks guys ! I have to say that I'm really fall in love with the pyro 2 shader. First I tried the advecting-tons-of-particle-workflow and bring it to krakatoa, but it was much easier and I getting a better look with mantra and pyro-shader.
  8. hi, i want to show my first commercial job with houdini. I did all the cg fluid stuff with pyro and rendered in mantra. i really enjoyed houdini in production. its mostly mixed with real footage. tom
  9. great execution! I love the athmo
  10. haa! thanks eetu (and of course jordi) for the link ..after spending serveral hours try to rendering volume with max imported camera, this is nice trick, with blend node. ...and its page 118.
  11. thanks for reply. everything is build around the foreach. so i have to use it. but anyway, i got some help at sidefx forum: https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=16600
  12. hey, so this simple problem driving me crazy. So I have a "For Each" driving by an attribute. Inside I am using a attrib promote to sum up a point attribute as SUM in details. All are integers. Here is a example. Iteration detailattrib result (sum every iteration) 1. 5 5 2. 3 8 3. 2 10 4. 4 14 .. My idea: sum=sum(current iteration)+sum(last iteration) BUT I can't using "MERGE RESULTS". I have found a thread, where Jeff uploaded a sample file. But in his file the iterator summation works only with foreach in feedback modus. But I don't want it. any help woudl be great thanks in advance. tom summation_insideforeach.hipnc
  13. Germany: RiseFX in Berlin are uising Houdini for VFX and Lightning&Rendering. And Sehsucht in Hamburg seems to make a transition from XSI to Houdini.
  14. OK, the mesh I got have some open faces. So a fuse did the job. Sorry for the alarm.
  15. Hello, so the alembic driving me crazy sorry for open a new thread, but it seems a serious problem. I have my fish crowd with three different fishes. On two of them in the viewport everything is ok, but when I render on the fishes appear little spheres. I think it render some point as spheres. What is it? I don't know what to do. here are my abc files: https://db.tt/Sf6KshuR the kingfish and dorade are damaged. the barracuda thanks. tom