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Sepu last won the day on August 5

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  1. Pyro Export

    Vdb will be your best bet ... the aiVolume should give at least the bbox. Vray / RS can shows you a preview on the VP, maybe there is a way to do the same in Arnold, but not sure how. The other way that you could have a preview is to get the vdb from Besha (Soup) in Maya.
  2. Pyro Export

    what render are you using to render in Maya?
  3. /mat context node clutter

    You gotta use the "Redshift_Material" output like this
  4. /mat context node clutter

    you dont have to put it inside RS_material_builder at all, the option is there if you want to do that. Just like the "material_builder". I do not use the RS_material_Builder almost never now that Im in Mat context. You can do everything that you want in the Mat context without the builder.
  5. /mat context node clutter

    Redshift support the MAT context completely now, usually redshift materials and textures they have a prefix RS so if you start typing RS when you press the tab you will see all of the redshift materials, etc. The only one that doesnt have a prefix is the "wireframe" which Im sure is just a mistake. Not sure about Arnold.
  6. Drag by Proximity -Particles

    You can always use the pop proximity if you are having difficulties to understand the vex code. Right now target variable is just saying that is 1 unit up in Y if you want to you obj there, you can use the point function. The fit function is just taking whatever output you are getting from the dist variable and shift them to the new values between 0 and 1, in this case (0,1), if that makes sense. Looking at the spreadsheet will help you understand what is going. http://www.sidefx.com/docs/houdini/vex/functions/fit
  7. Here is another version if you want to have a look, using a metaball as a force to explode, look inside the Sop Solver in DOPs to see the set up, you can also play with the strength of the force in SOPs. rbd_active_FIX.hipnc
  8. save each class seperately

    Not in the computer right now but in the delete node should be $F-1 (since is just pretty much an id for prims or pts) (if you havent changed anything before) if not you can re name the @ in wrangle i@class + 1
  9. Yep we do the same, so far is working great.
  10. remove the attribute by VEX

    you can delete attribute with the "attribute delete" or the "Clean" SOPs.
  11. get prim normal

    You can use the prim function instead if that isnt working. vector norm; norm = prim(0, "N", 0);
  12. Active Value Group [solved]

    yes, you can in a SOP Solver
  13. Active Value Group [solved]

    Here is a working version. You should be using rbdpackobject instead. It will be way faster than the old system. Then on the passive grp and promote to points because the active attribute is point attrb. Then in wrangle Im just giving an active to all pieces then just checking for the grp name passive if is equal to 1 to make them non active. There is other way as well to do this, like for example doing in in DOPs inside a Sop Solver. activevalue_FIX.hipnc
  14. group create

    use the group expression instead or a wrangle.
  15. Change color in VOPS

    Mmm Just add a param and change to color, unless you want something completely different. You can even use the Color SOP for something that simple. change_red_to_blue_vops.hip