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About Juraj

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  • Name Juraj
  • Location Slovakia
  1. Hi, probably building simple solver could help you. Check out those tutorials, they explain how to build simple and fast fluid solver. If I understood correctly, you need to initialize velocity volume (sampled on faces), then for each simulation step: inject into it velocities from animated geometry, do divergence-free projection, advect velocity by itself and repeat... Probably you might need to enforce boundaries to zero out velocity within geometry.
  2. Here is collection of breakdowns for a project I was working on during last half of a year Vimeo album: https://vimeo.com/album/4471569 Or individual videos:
  3. So I realized, that it is not possible to set rendering properties as mantra command line arguments. But I found cool solution for my problem, it can be done easily with hscript. opproperty -f /out/mantra1 mantra* *dcm* This did the trick, I am calling it with hou.hscript() in Python.
  4. Now when I think of it, it might be better to pass those properties as command line arguments in mantra driver. How should I format those arguments? For example for DCM Z Storage property. Like this? mantra -vm_dcmpzstorage "16 bit float"
  5. Hello, I am struggling with adding all deep render properties inside a mantra node with python. To do so manually via interface is quite simple, I go to node - edit render properties - filter *deep* - add them all. However I am modifying mantra nodes with python and it would be great if I could do the same thing automatically. So far it seems rather tedious - I need to create all ParmTemplates, match their signatures and append to a FolderParmTemplate and set this to the node. Another thing worrying me is menu parameters - I do not need to create interface with menus, can I only set the desired value? Is it equivalent to creating a string parameter and setting it's value to menu item's name (not label)? Thanks, Juraj
  6. Hi, thanks! It works. int prim; vector uv; int firstPt = primpoint(0, @primnum, 0); vector firstPtP = point(0, "P", firstPt); string grp = "!* ^"+itoa(@primnum); float dist = xyzdist(0, grp, firstPtP, prim, uv, 0.0000001); if (prim != -1) v@Cd = {1,0,0}; However performance is much slower then the previous way. Instant cook vs 4 seconds in this case, maybe using this primgroup parameter is not that efficient. I am still curious about this syntax !* ^240 - how would you explain it? * ^240 means: check against everything, but primitive 240 ! means inversion, like in blast sop: delete non selected, so wouldnt it negate the * symbol? Like that: !* == (nothing) However, if I leave out !*, then it doesn't work. Hmm...
  7. Everything well explained here. https://www.sidefx.com/forum/topic/37329/ Still curious why mplay does not interpret .blut lut correctly. With lut from the topic I got match between mplay and nuke.
  8. So it seems like mplay is not interpreting lut correctly :/
  9. I tried to generate in Nuke linear-srgb lut, but it doesn't seem to work in mplay. There is still noticable offset. However using the generated lut in Nuke perfectly matches this color space transformation.
  10. Hi, thanks, displaying it in Nuke as linear and doing color correction to gamma 2.2 seems to provide the same results. So what should be the correct workflow to achieve the same look? Using Grade node with 2.2 gamma as IP?
  11. Here is another frame compared in different apps.
  12. Hello, I am having strange issue - renders coming out of mantra aren't displayed consistently in various apps. I believed that I would be safe with EXRs as they are linear and should be properly displayed in apps. Pixel data are identical when inspected pixel by pixel. However I noticed slight difference when displayed in mplay, nuke, rv, djv_view Any ideas? I made sure that in Nuke I am loading linear exr and no custom lut / IP is being used in viewer. I attached sample exr so that you can test it out. Thanks, Juraj img.exr
  13. For now I did it another way, since it is only in 2d, I achieved it with this code. int primnum = pointprims(0, @ptnum)[0]; float offset = 0.00001; float dist; int prim; vector uv; int myself = 1; dist = xyzdist(0, v@P + set(offset, 0, 0), prim, uv); if (prim != primnum) myself = 0; dist = xyzdist(0, v@P + set(-offset, 0, 0), prim, uv); if (prim != primnum) myself = 0; dist = xyzdist(0, v@P + set(0, 0, offset), prim, uv); if (prim != primnum) myself = 0; dist = xyzdist(0, v@P + set(0, 0, -offset), prim, uv); if (prim != primnum) myself = 0; if (!myself) { //v@Cd = {1,0,0}; i@inside = 1; } I then promote inside attribute to primitives (using minimum operation) and then blast primitives with inside == 1 But still curious, how to make it working with primgroup option.