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  1. Hi Farmfield! Very cool! Thank you so much, I'll check this out tomorrow!
  2. Hi, I am playing witht that very cool example file from the doc: ( local doc only at the bottom of this page: ) It shows how to use a Curve Pop force to direct a flip fluid. What I would like to do now is to use a turbulence force (there is already one in that example on the popforce1 node) to influence only the low speed particles. How can I make a force to influence only the particules moving below a certain speed? And maybe with a little gradient from zero at that speed and becoming greater when the speed becomes lower? I think that would prevent the fastest one to get too much speed and leave the curve path. I got the idea from this example where "Myke" is saying in the comments that he used a turbulence force to influence only the slow particles.:
  3. Yes I am but that doesn't allow me to install a future version of Houdini in present day computers, it's against the rule of spatio-temporal travel. in fact I think I just made a typo by replacing 5 by 6 somewhere...
  4. Ok I see when we uncheck "Ray variance Antialiasing" the individual controls disapear. So for the "adaptive sampling" checkbox, it was for primary rays but it was just postpone. thanks. B
  5. I also contacted support about this and so far I got at least an answer to one of my question: about the "Fine-grained Quality sliders" it's just a mistake in the doc: they are not in the shading tab but in the sampling one. It's just those sliders for reflection.refraction, sss, sampling etc. They were already in 15.5 except for sss. Still waiting to know where are the "adaptive sampling" and "Enable Indirect Sample Limit"...
  6. Ok thanks for your answer Symek! So finally IFDs are more to save money on licenses for commercial users by using their available licenses in the most optimal way. So I guess in the case of Houdini Indie users, we don't really need them at all. We just render using our max of 6 licenses (3 indie and 3 engine) and that's all.
  7. With the Indie license we can't generate ifd files. I never used ifd, so I am wondering what kinds of problems could I met if I use indie to render with Mantra on a small render farm (for example using 6 computers using 3 indie licenses and 3 fee engine licenses which is the limit the indie license can support). I read this: http://www.sidefx.com/docs/houdini/render/ifd_workflows and this: http://www.sidefx.com/docs/houdini/render/ifd But I'm not sure what real difference it could make in the pipeline other than being able to send a smaller file over the network instead of the whole scene. Is it just a matter of the size of the file we send to the slaves for network rendering? if it's the case it should not be a problem for me since I work alone and so I don't have a bottleneck in network transfer and cand distribute huge files pretty fast on my network. Or is there any other differences it could make? also are ifd concerning only mantra or can they be used with redshift, renderman, arnold?
  8. Hi, I am new to mantra (I'm a vray user) and just wanted to find where are the new features that are supposed to be in Mantra in H16 ( I have now 16.0.634 apprentice installed.) In the road map they were talking about new adaptive sampling in H16. But I can't find it anywhere. The funny things is that I see an adaptive checkbox in the rendering=>sampling tab under refraction quality in H15.5.632 but it is nowhere in H16... Also in H16 doc ( http://www.sidefx.com/docs/houdini/nodes/out/ifd#sampling_tab )they mention " Enable Indirect Sample Limits " (maybe just a new name for adaptive sampling) supposed to be right where the adaptive sampling box was in 15.5, but I don't see it in H16. also in the H16 What’s new in Shading, and rendering page ( http://www.sidefx.com/docs/houdini/news/16/rendering ) they mention "Fine-grained Quality sliders on the Mantra node’s Rendering ▸ Shading tab let you increase sampling quality for components (diffuse, SSS, reflection, refraction) individually." But I don't see any fined-grained quality sliders... I hope to see these soon cause in my early tests mantra seems really slow and I hope those settings could accelerate it a lot cause that's what V-Ray uses (among others things) to speed up rendering.
  9. PRT Exporter for Houdini 15.5

    I would be interested to get it for 15.5.565? Here it stops at Or if anyone could give me a clue about how to compile a plugin for a newer version. Any tut about that kind of things?
  10. Ok thanks Skybar, great cue! I'll do this.
  11. Hi, I just did this test with a grain sim meshed with vdb exported to max rendered with vray. I added the motion blur in comp cause I could n't figure out how to transfer the vel attribute from the grain sim to the vdb. I saw some info about how to transfer an object velocity to vdb volume but it doesn't seem to work the same way with a grain sim. Can anyone give me some tips about how to do that?
  12. Finally it turns out it was not really a bug... but rather an automated feature of the shelf tool that turns on the "Render as Points: Render Only Points" option in the object's render::geometry tab. We can see this on /obj/grain_particles. When I set this to any other choice the vdb to poly will render correctly. So if you use grain to render anything else than points you have to know that you have to change that option.
  13. I found a workaround. I just reloaded the vdb file in houdini and converted to poly and then it rendered correctly. So the same vdb converted to poly directly does not work but if I write it to disk first and then load it back and convert the same way, it does work. So I think it just confirmed that it's a bug. I submited it to SESI.
  14. Hi everyone, I am trying to use a grain simulation to create a sticky gum effect. (like this video) but I have a problem with the meshing. To create a skin out of my grain I first convert my grain to vdb (with vdb from particlesfluid) and then I use convertvdb with the polygon polygon option to convert this to a polygon “skin”. Everything looks perfect in the viewport but when I try to render, it is inflated at rendertime, ie: it’s not a perfect match with what I see in the viewport. If instead of grains, I use a sphere that I convert to vdb volume and then back to poly with the same convertvdb node with the polygon option I don’t get this volume increase at rendertime. See yourself: Is this a bug? Do you know any workaround I could get mantra to render the same result as I see in the viewport when using grain as a source? I saw this thread where someone talk about creating properties in a shader to get to render vdb isosurface directly without converting to poly: https://www.sidefx.com/forum/topic/29678/ But I still have to investigate that one, looks a bit complicated. As another workaround I could render my sim correctly by writing the vdb to disk and loading it in max to render with vray and it rendered correctly. But still I would like to know why mantra can't do it. thanks
  15. FLIP smorganic/sheeter effect?

    Cool! the drops of the chocolate preview_v004 are really beautiful!