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GeneralLethal

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About GeneralLethal

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  • Name Anto
  1. Nevermind, I couldn't reproduce the problem in a simpler scene, so it's obviously an error in my settings.
  2. Hi! I have a very fast moving camera (inside a plane) with some objects moving with it (inside of plane) and some staying still (landscape). My effect is a geometry parented to a rivet object that is constrained on the plane, and that geometry also has velocity attributes on its points (that doesn't take the plane movement into account). I'm rendering with Arnold. Now my understanding is that, if I turn on all transform motion blur properties (rop, camera and object), plus the v attribute motion blur of the object, I should get something accurate. Instead, I get streak town. I've tried all combinations of turning on and off the transform motion blur on the camera, object and rop. I've tried adding the plane's velocity to the object's v attribute and turning off its transform blur. Always streaks. The only thing that kind of works is turning off all transform blurs and only keeping the v blur on the object, but that's not accurate, as there's no motion blur due to the relative movement of the camera. Help?
  3. Thanks Atom! However I'll have to re-link the parameters, right? No one-step approach?
  4. Any way to easily preserve the parameter interface I built for a VOP node when I create a subnet of it, in order to make a digital asset?
  5. I'd say -$YMIN in ty would do the trick.
  6. One possibility is use volumemin() and volumemax() expression functions before converting to vdb.
  7. Thanks Sokratis, yes I went through the same thought process, once the geometry is packed there's no way of changing point position without moving the packed geometry as well, since that would in fact change the geometry in relation to its "pivot", so it has to be done before it's packed. For now the workaround I found was to: - Pack the geometry with pivot at centroid - Set @P to (0,0,0) - Unpack - Offset the geometry - Repack it with its pivot at origin - Set @P to initial position minus offset. I'm thinking there must be a more efficient way to do this.
  8. Hey all! I'm packing imported geometry into thousands of primitives using a connectivity attribute. What would be the best way to set custom pivot locations in the process, instead of the centroid or origin options? Something as simple as using the centroid for X and Z and 0 for Y., for example?
  9. You could use a point VOP, or just timeshift to your desired length then use a wrangle node: f@frameFraction = ((@Frame - firstFrame) * (oldLength / newLength)) % 1; @P += @v * @frameFraction * @TimeInc;
  10. Did you cache @v? Can't try this right now, but let's say: oldFrameNumber/newFrameNumber = 500/700. So your new frame 75, for example, would be old frame 53.57. You sample P at frame 53 and add 0.57 times your velocity per frame to get your position. It'll be jerky but should work despite varying id's.
  11. Thanks a lot everyone, lots of useful ideas! @LaidlawFX: I'll sometimes use Mantra for FX only shots, but our studio is mostly Maya so most rendering ends up being Arnold. Your idea of a single shader still applies though, and it would probably make it much easier for the development team to make a tool for the lighters that would allow them to override the material's parameters in Maya if needed. Good to know Mantra doesn't compile unused parts of the materials, I wonder if Arnold does the same when creating .ass files? Lots to think about, thanks! @Matt_K: Thanks, indeed a linear workflow is essential. Luckily, Houdini makes it very easy to implement, and my company made sure that very plate is interpreted correctly when it is imported in Houdini. Just have to make sure it's the same with artist created or downloaded images. @Skybar: You're right. Haven't had much character work up to now, but it wouldn't hurt to have a basic workflow ready. @fuat: Absolutely! Luckily, my company pretty much has this down already for scenes, published assets and renders, but cache folders still tend to be a bit messy and some guidelines would make them much easier to navigate. What about importing and re-exporting Alembic files, anybody has a fail-safe way of ensuring object structure and hierarchy is always preserved through their Houdini trip? Tends to be case-by-case with me but I'd love to hear of a more standardized way that would work through merges, packing, unpacking and whatnot, if such a thing exists. Any other ideas are much appreciated!
  12. Thanks Michael, indeed this is crucial, especially when the work involves several different software. We do a good job up to now of keeping a standard scale except for very specific shots, but it's a very good point to add so that potential new employees know where to stand.
  13. Sorry for the delay. Thanks a lot Skip, this does work with a POP VOP, but I was trying to achieve it with a VOP Force that was also affecting other systems than the particles.
  14. So our relatively small VFX company is asking each department to come up with a checklist guide to standardize the transfer of material between departments and minimize technical problems. As the newly appointed lead of the small FX team, I do have several ideas about what I expect when I get material from other departments (mainly layout and modelling) and how to make it as easy as possible down the line (lighting and comp) with the material we produce (simulated meshes, VDB'S, ASS's and renders). The respective leads of these departments also gave me their input about their expectations. Even then, I'm sure there are a lot of ideas I haven't thought of, and I would love to have your input.
  15. I've been trying to use an attribute in a VOP Force network to multiply the force by, and have come to the conclusion that atttributes are invisible to it, except for the global variables. I've tried mutiplying the force in a separate POP VOP, no luck either. Somebody knows of a way to achieve this?