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Yon Anadeyo

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About Yon Anadeyo

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  • Name James
  • Location Vancouver

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  1. I saw a way to use a post render script but never got it working.. What Atom said is what I do.. you can post relative references for values or use global variables in font node
  2. theres a obj level node called switcher, you wire your cameras into it and use a integer parameter to cycle through. camswitch.hip
  3. Hey, try rendering whitewater as points instead of volume. The shelf sets up to render as volume but most people use points and is better way i think.
  4. Most people just use division size. Up res is a extra step and it's not needed. But it allows you to run a lot of iterations and get them reviewed in daily's. Then you can up res and not worry about it looking different then what your supervisor approved. And you can add high frequency details. If your using dop forces or anything slowing your sim you can bypass having to calculate them at high res.
  5. Up res instruction on first page here dont make the difference between low/hi too much. Dividing your division size by two for hi res is a good range but if your sim explodes there's something wrong.. increasing resolution should make it smaller
  6. Try alembic export if you haven't. Try importing to other program and see if its still a problem. If it works in other program then its a zbrush issue.. maybe use facet with post compute normals enabled before export. The problem area is also the area that is black, black means normals are reversed.
  7. obj level look at is gone in 16 / how to target a camera?
  8. alot of relevant stuff in this thread learn to cluster via docs or shelf tool motion could be simply buoyancy direction value. but how to get that ark in fury road would be a challenge I have a failed attempt at it myself
  9. export it is .obj or .abc
  10. The new H16 boolean shatter makes the classic straight voronoi edge totally gnarly. The interior noise is derived from the same input that drives the fracture. Excellent.
  11. sorry, ignore this post - my mistake
  12. hey saetre, this guy will show you around 7:00 mark when u drop a ocean surface shelf, it will make a ocean_evaluate and ocean_surface node. ocean_evalute outputs a texture map the ocean shader uses. if you want your flip mesh to look like a ocean your mesh needs the attributes ocean_evalute will put on it, and a shader with the baked maps.
  13. Plug your FLIP mesh in ocean_evalute and export to texture. Make sure your shader is looking up these textures.
  14. Hey, This is not directly Houdini related but this forum is my only channel to others in the industry. How common is a two month contract? I got into Sony's internship program but it starts in 3 months. I cannot be idle for this time. Will it be difficult to find a two month contract In between? Will the odds of getting a offer be significantly less, having to pitch with a two month constraint? Thanks for your insight
  15. I couldn't find a PDF, and have used Acrobat to convert it to PDF. Not sure why, but it went up to 40k pages and thats where i stopped it. So yea you can use Acrobat and convert, but i advise take a section at a time or you will go on endlessly.