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Everything posted by martinkindl83

  1. Triplanar Projection and Displacement

    take your texture output and feed it into the displace along normal node and then feed that node as regular displacement. If any issues, look how displacement node is used in those prebuild shaders, or how to build displacement your self on forum.
  2. sticky slime

    Thank you, makes sense. Will look into that
  3. sticky slime

    Hello guys. i was trying to make sticky glue, that 100% sticks to two objects (never peals of). I have two boards, each with piece of slime, as they touch, slime should join and as they move apart, the slime should stretch and break apart (but never peal off from board). I did spend some time, investigating, but im having hard time to force the slime to stick without pealing. anyone can point me in better direction?
  4. Selected node border color

    in a mean time you might want to play with GraphBorderWidth: inside NodeGraphCommon.inc
  5. Meshing Small Splashes

    also dont be scared to scale it up, i ended scaling stuff in houdini several time as it doesnt work very good on small scale (like droplet scale), i ended up scaling it 10-100x sim, mesh and then scale it down
  6. Selected node border color

    ahh now i get it, you want to have the fill color different depending on if its selected or not sorry, i might be little slow today. as far i know not possible, i submitted several request to sidefx, probably 6months ago. nothing changed
  7. Selected node border color

    you want change the fill color? like i have it green? If so, just hit C in network view and select color you want.
  8. Selected node border color

    GraphItemCurrent: i have it working on my houdini setup
  9. Selected node border color

    edit NodeGraphDark.inc
  10. How to recreate this Awsome effect?

    check this one
  11. Render log Arnold (HtoA)

  12. if you work on SOP level (as most of us rendering alembic archives) go to selection tool, hit 9 to get selection list box on the side and go to Attributes and select shop_materialpath
  13. Hair / Fur custom geometry or shapes

    i did send whole scene in previous comment
  14. Hair / Fur custom geometry or shapes

    adding scene. For arnold you probably want to go with standin instead of real geo. instanceScale_hou_mdl_001_01_mk.hip
  15. Hair / Fur custom geometry or shapes

    Instancing geo you want (hexagon, cube) onto points, plus scaling given axis (Y).
  16. I have an alpha rendering question.

    any chance you have scale on camera? i have been seeing similar problems when camera was scaled
  17. Multiple GPU and OpenCL performance

    some results from my new machine using TITAN Xp and dual Xeons and pyro solver, no micro solvers involved OpenCL on GPU - almost no GPU usage, high GPU ram usage, took 12:43 OpenCL on CPU- no GP usage, no GPU ram usage, took 14:25 no OpenCL - after 14:25 i had only 47% done (so its 1/2 slower compared to OpenCL) OpenCL on GPU , all inputs for dopnet precached (cca 4min to precache all inputs) - almost no GP usage, high GPU ram usage, took 10:55
  18. How To ?.. Export A Shop Shader...

    or you can share it using following method (but that might be overkill for your setup), i use it to shader materials across multiple scenes with option to sync them back to lookdev scene if needed. Create shop_network, convert it to OTL and load it back. Save all your materials inside that OTL.
  19. HtoA.Baking textures?

    i think he is more after baking arnold shader results then baking procedural textures, David. we will see
  20. HtoA.Baking textures?

    export to ass file and bake with Maya or there is python script that will work without maya using Kick only. i was not able to make it work though https://bitbucket.org/ryanheniser/rentotx
  21. general h16 material question

    sorry i should be more clear. force shader is necessary if you promoted some attributes from inside the subnet. Otherwise it cooks its self fine. Im usin classic as i never got used to principled shader. But works with both. Im sending simple scene using material builder material.hip
  22. general h16 material question

    im not using the new workflow for reasons you described. if you have two shades it looks so nice in demo, if you have 150shaders (normal count im having on some assets) the all on one level shaders creates huge mess. What im using instead is classic core shader inside material subnet. But there is bug that i listed months ago that once you use material subnet, shaders dont compile correctly and each time you make a change you have to Force Cook the shader.
  23. If you are on H16 you can use those two scripts. One adds visibility node with blast (as i didnt wanted to render hidden prims) and second finds all visibility nodes with specific names and deletes them. kill isolate.txt isolate after.txt
  24. I have similar setup, as Houdini is missing isolate selection. I have it as RFE, but as they dont have high priority for it i created one myself. Same idea as what you have. Im using radial menu for it.
  25. Other ways to look through a camera

    pretty good, didn't know about that one