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michaelb-01

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About michaelb-01

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  • Name Michael
  • Location United Kingdom

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  1. Thanks Peter, thats really helpful. A lot of what you went for is what i'm looking at, so good to know i'm on the right lines!
  2. Ok thanks, also there are rumours that the geforce 20 series with Volta may be released this year (Q3), do you think its worth waiting for these to be released?
  3. Hey, thanks very much for your reply, really helpful! Ok, do you think 1080ti is the best option? (better than say a quadro p4000?)
  4. Hi, I'm looking to build a PC at home and I don't know a huge amount these things so I'm looking for some advice. My budget is around £3k. The main uses will be Houdini, Maya and Nuke. I do a fair amount of heavy fx work and I'm planning to do gpu rendering with redshift. My main questions are to do with which cpu and gpu to go for: CPU - the AMD threadripper looks very interesting, is it worth waiting to see how much that costs and how it compares to intel i7/i9? - are the i9 chips worth it? - or is it better to go for a dual cpu (e.g. dual xeons)? Would that fit in my budget? is it possible to use just one cpu on a dual socket (with the option to add another at a later date)? GPU - I would ultimately like to have 2 or 3 gpus for rendering but, so I guess this influences which motherboard I can get (with enough pci-e lanes) - I think the 1070 seems like a really good option to start with for price/performance
  5. Opening one scene I get a 'Load failed for... Unexpected end of .hip file' message. The hip file does open but most of the nodes are missing.. Does anyone know why this is? Is there a way to fix the hip file? The previous two versions are also corrupt but the one before that is fine. I can't think of anything that might have caused it. I updated from Arnold4 to Arnold5 and its possible that happened between those versions but my other hip files seem to be fine..
  6. Coming back to this.. does anyone have the answer? I want to install redshift on a windows netork drive
  7. I know, I was just hoping to be able to show a parameter in its 'result' state by default - without having to click on it first. Just in case I make an asset and another artist might not know you can toggle between the expression and the result of the expression
  8. If I have parameters on digital assets that are expressions I sometimes find it useful to have another parameter that shows the result of the expression. I can obviously middle mouse on a parameter to show the evaluated result but is there a way to show the evaluated result by default? I feel like the answer is no so my solution would be to use callbacks for any parameter that affects the expression then update the 'result' parameter as a raw string, unless anyone has a better suggestion?
  9. Does anybody know how to install redshift to a custom centralized location?
  10. There are various event handlers you can use with HDA's (like onCreated, onInputChanged etc.) but I can't seem to find one that can be used as a callback for when the output connection of the HDA changes.. Basically i'm trying to create a custom version of the gas disturbance, part of which has the option to visualise the block size of the disturbance (just with coloured points on a grid). So I was thinking I would use an event handler on the HDA to know when it was connected and then in python traverse down the children to find the solver then traverse back up to find the smoke object so I can get the size and center to position the grid correctly. Is this possible? Is this a stupid idea?
  11. Using the .nosave suffix (which is recommended so that users can't overwrite this file) means that those preferences aren't being picked up for me.. If I remove that suffix that file now works, and 'save as permanent defaults' does not overwrite this file....
  12. It would be great to have a centralised official document on setting up Houdini in a production pipeline.. I am currently setting HOUDINI_PATH in houdini.env so that the whole studio can have access to OTLs, prefs, presets, toolbars etc Is it bad practice to append to HOUDINI_PATH? (some posts seem to suggest so..) I am using windows and I have mimicked the folder structure that is in My Documents\houdini##.# folder. I do have access otls that are stored within the otls folder however I can't seem to get the preferences working. My houdini.env is currently: HVER = 16 HOUDINI_PATH = S:/3D_globalSettings/houdini/$HVER;& I've added a hchannel.pref.nosave to the specified folder and i'm trying to set the start and end frame, i.e.: pref.frame_end := 1201; pref.frame_start := 1001; Is this the best approach or should I use hou.putenv in a 123.py for example?
  13. Is there a way to use a custom distribution for fur as apposed to a scattered distribution? I would like to have a grid based distribution.. obviously I could create my own wires but I want to avoid simulating every wire dynamically and would prefer to sim a low density of wires and generate the rest at render time
  14. I'm doing a similar thing, my code is working on a subnet but for some reason when I convert it to a digital asset it doesn't seem to be able to update the menu... Here's my code: import os dir = hou.hipFile.path().rsplit('/',1)[0] folder = hou.pwd().evalParm('folder') check = dir + '/' + folder + '/' cacheList = os.listdir(check) ptg = hou.pwd().parmTemplateGroup() menuParm = hou.pwd().parm('name') template = menuParm.parmTemplate() template.setMenuLabels(cacheList) ptg.replace("name", template) hou.pwd().setParmTemplateGroup(ptg) print cacheList
  15. I wasn't entirely sure what to call this as its quite a complex task.. Basically, lets say I have a faceted spehere with some boxes around it. I want to create a primitive attribute on my faceted sphere which corresponds to an id stored on each box and will essentially tell the shader which box it should render. So maybe 'attribute-based object linking' is more appropriate.. Is this possible? In my head I was thinking I could create a shader for the sphere and inside send a test ray to check what this interescts with, if the object id that it hits corresponds with the sheres primitive id that the ray came from then render this object, if not then ignore this object and carry on pathtracing... This would need to be done for reflection and refraction.. Possible?