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


Hamp last won the day on March 31 2016

Hamp had the most liked content!

Community Reputation

26 Excellent

About Hamp

  • Rank

Personal Information

  • Name
  • Location

Recent Profile Visitors

1,910 profile views
  1. Hi again! I understand the whole reasoning around the motion blur, and I certainly were to agree if it was a slowmo shot. Of course it can also be an aestethic choice, even at full speed. My point was just that it's an easier sell as realism with motion blur , once again only imho. Nice to hear your reasoning with the bubbles! I'm sure you'll nail it I would also instictly think about a vel field akin to ink in water + upward buoyancy, sounds like a plausible track. If you advect the bubbles using the vel field, it's worth playing around with the different kinds of advection in the dop node, can give very different results. Best of luck!
  2. Hi Nigel! Cool! IMHO it's hard to gauge a full speed fluid sim without motion blur , it somehow always looks a bit like liquid glass - what you've got already looks really interesting. I do wonder, however if the velocities of the bubbles moving downwards on pour is a bit aggressive/linear. I would maybe expect them to move a bit more in an arc - if it makes any sense?
  3. Looks really nice! Wonder what it will look like with high samples + motion blur.
  4. 1. Create a ROPNET 2. Go inside ROPNET 3. Create fetch nodes, and point them to different ROP nodes you have. 4. Merge fetch nodes 5. Go back up one level and press render on the ROPnet.
  5. I usually output the particles, a surface and an automatic flipbook using the opengl rop. That way you don't have to load the caches to get an idea of the result.
  6. Look into ropnet and fetch nodes. You can output node by node or frame by frame.
  7. Go either cd /opt/hfs16.0.633 or cd /opt cd hfs16.0.633 but not /hfs16.0.633 which would change directory to a folder called hfs16.0.633 in the system root.
  8. If I remember correctly, it's dependent on other assets.. Wheel rig asset maybe?
  9. Running on Windows? Use Windows style paths.
  10. Agreed, however I cannot raise the samples enough for low or no roughness, where I would most need them for exact highlight placement. A toggle to make them reflect a plane instead would be lovely for those situations imho. Otherwise, love all the new shaded mode features.
  11. Hmm, area lights look a bunch of point lights, even in this mode. Is it possible to visualise them as reflections in this mode instead perhaps?
  12. Hey! Great that you solved it, sorry my info didn't cut it, I just did a quick test where my stuck point happened to be at the origin :/
  13. The i@stuck attribute seems to work. Add the attribute and set it to 0 or 1 in SOPs on the points that are sourced into DOPs.
  14. Super! A new eetu's lab!
  15. Yay! Glad to hear I'm sure you will enjoy Houdini on Linux as much as I have.