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Sepu

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Everything posted by Sepu

  1. Reconstruct combined objects

    you can use the polyexpand 2d instead.
  2. Random Voronoi Fracturing

    watch a couple of Steven Knipping videos. New booleans can give you more randomness
  3. Reconstruct combined objects

    like this? ROADS_001.hipnc
  4. REDSHIFT AOV EMPTY

    well if you look at your material, you have black on your diffuse so yeah you wont see anything the same with GI (Also you have turn off GI in the ROP). Add and environment or something like that so light can bounce. I can see depth, you should have a look at Adrian video about zdepth. Even though the video is for Maya, the same applies to Houdini
  5. REDSHIFT AOV EMPTY

    So is it working with what Henry said or not? Because here is working just fine as you can see. What version of RS are u using?
  6. Redshift and Particle Render

    you cant use the particle tech for emitting light (mesh light) unless you want to use the rs_incandescence. You would want to use instancing in that case.
  7. REDSHIFT AOV EMPTY

    Post .hip
  8. use the point deform when scatter with volumes, also u need to unpack your geo fixedscatter.hipnc
  9. Attributes inside condition

    yes you can see whatever, just add more visualization nodes or just create visualizers
  10. Attributes inside condition

    dont know what you mean ... here is the file Vector from Vertice.hiplc
  11. Attributes inside condition

    just change the visualization to a vector and if you want another visualization just stack another visualize node like this
  12. Attributes inside condition

    so what are you expecting to see? I can see the values just fine here. Vector from Vertice.hiplc
  13. Attributes inside condition

    you should be able to visualize it if is bind as an @ post your .hip file you probably doing something wrong.
  14. Redshift - Mesh Light Inherit Cd

    Mesh light can inherent any attributes btw. Not yet.
  15. Change Primitive number to begin at 0 ?

    you can use the Shift option in the primitive sort to offset any number to start at 0.
  16. you can use $C to randomize channels with the different function that you have in Houdini, rand, or use fit for example fit01(rand($C + 1325.11), 1, 10) Also have a look at Matt site http://www.tokeru.com/cgwiki/index.php?title=HoudiniChops
  17. Change Primitive number to begin at 0 ?

    use a sort Sop in primitive mode ?
  18. Remove Primitive by Sphere

    one simple way is using an attribute transfer as I mention before, there is many ways to do this. deleteprims.hipnc
  19. Export Points to maya 2017

    Not sure if you gonna be able to instance even if you use .abc, you will want to do that with houdini engine, you could probably create an OTL. Another option will be doing all the instance in Houdini and export that to Maya, however that will get heavy and expensive.
  20. I will look at @Atom vimeo or youtube page he has a bunch of stuff dealing with FBX. But as you said you always script it as well. https://vimeo.com/atomicperception
  21. Export Points to maya 2017

    you can also use load the abc as a proxy depending of render that you will use.
  22. Quad Sphere ?

    use a platonic and subdivide ....
  23. obj movement along the path (curve)

    You need to have the obj at {0,0,0} before you do the constraint, here is a fix version test_FIX.hiplc
  24. Not sure if I get you but on the blast node you can check "delete non selected" or you could use the splt sop as well, if this is what you are looking for
  25. Create attribute if Run Over = Detail

    You gotta look at detail tab, you are looking at points.
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