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LukeLetellier

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About LukeLetellier

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  • Website URL http://www.lukeletellier.com

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  • Name Luke
  • Location Portland, Maine

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  1. Best to ask your questions on the GitHub page, as you'll have a better chance of getting an answer from a developer (i.e- someone who knows the answer)
  2. At this point I think it'd be good to talk to SideFx support.
  3. Sorry that you're having issues! I notice that you're using an early version of H14, so I'm not sure if this will line up 1 to 1 with what I have. In your hq_Render node, see where there's the option that currently says "Render Current Hip File"? Change it to "Render Target HIP File", and then type in the direct path to the file, similar to how you typed in the direct path in the "Target HFS" Field: "H:/MyProject/Houdini/myHoudiniHipFile.hip" <--- or whatever it'd be. On this particular field, be sure to use the full path, *not* $HIP. But be sure that every other external file reference node in your scene (Alembic, ROPs, Read/Write nodes, etc) are all using $HIP paths. Since you're still on H14, I'm guessing that you're on the full version of Houdini rather than Indie? If you are using Indie, be sure to go into the "Mantra Options" tab of the Hqueue render node, and uncheck the "Generate IFDs" box. With any luck that'll work!
  4. Thank you for your help & clarifications! To be honest, I wasn't even aware of the drop-down menu that distinguished between RBD & Bullet (I was also using the two terms interchangeably, due to my use of another app. Oops.) Bullet appears to be more stable for my current sim (or at least, it doesn't require me to go through and change a lot of parameters). I also didn't realize that VDBs only worked with the RBD solver; I'm used to using them as obstacles for FLIP and smoke sims, so I just assumed that it'd migrate over. "Never assume..." Learning every day!
  5. I have a series of objects that I've merged together & created a VDB to be used as a fixed collision object in an RBD sim where a bunch of objects pour down on top of it. The problem I'm having is that the bounding box of the VDB is being used as the collision object rather than the VDB itself. Sample scene attached, in which two separate cubes are merged into one VFB, but the falling spheres believe the bounding box is the obstacle. GIF of sample scene to demonstrate the issue: How might I remedy this? Thanks! Luke VFB_RBD_Debug.hiplc
  6. Rohan Dalvi did a tutorial on how to grab excel data and bring it into H.
  7. Thanks! For those following along, on the camera: Render Properties --> Mantra --> Rendering --> xform_motionsamples
  8. How does one do this in H16? I can't seem to find the "Transform samples" parameter to add.
  9. Bingo. Thanks so much Adam! RFE is submitted.
  10. In the H16 Principled Shader, how does one reduce overall specular intensity? Reducing the IOR changes the spec intensity at different angles, and adjusting the roughness will change how spread out the spec is, but even with those properly adjusted, my spec highlights are still super bright in a particular scene shot - and I'd like to use a parameter similar to the Vray param that allows you to adjust the overall specular intensity for a material - but I can't seem to find it in H16. Any ideas where it might be hidden in the material settings (or perhaps deep within the nodes)? Thanks, Luke
  11. AFAIK, you need to be caching .sim files in order to restart a simulation. The compressed cache files are geometry based, and in order to compress them to the small size that's desired, H removes a lot of the critical data that would be needed to restart a simulation. I don't have it open in front of me, but right on your DOP node you should have the option to passively cache sim files during the simulation process, keeping only the most recent ~5 frames worth of data, so if a crash does occur, it can pick up where it left off.
  12. Imagine a situation where an artist discovers a notable bug in the middle of production that prevented further progress. If they were using a 3rd party solution, they'd have to wait on hold for the developers to uncover the source, fix it, and send out a patch. With in-house proprietary software, you send an email to the guys down the hall, they stop everything, find the bug, and get you a fix by dinner time.
  13. I work remotely as well, creating product & explainer videos in the relatively lower budget realms, essentially creating clean and refined visuals that are very simple. Make a pretty scene, animate a camera around it, add some animated text. Done. But I'm also doing all the producing work as well: writing pitches, making bids, discussing projects with potential clients (so many emails...SO MANY), writing scripts, finding voice artists, directing the voice over, searching through hundreds of music tracks for the right tune, all the client communication & negotiations during the project itself (A great many more emails)...and then, after all that... I do the art stuff. 95% of my work is entirely C4D, but I'm slowly moving into H now that Vray for H is gaining a bit of traction.
  14. Great idea; definitely worth a shot.
  15. Is there an easy way to do this with a lot of points, along with (perhaps) a random offset from the spline? In C4D I can set this up in about 20 seconds, but it looks to be more of a complex problem here.