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vtrvtr last won the day on December 22 2017

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  1. Randomize density on copied pyro cache

    Instead of randomizing the density, you can randomize the shader. That will work with packeds since it's pretty much what the material stylesheet is for odf_mss_density.hip
  2. Physically based rain

    Your projected area is many orders of magnitude smaller than everything else in your calculations, unless you put the drag into the 10^4 magnitude, everything else is irrelevant because of that
  3. Material instances

    I suppose the "proper" way to deal with materials and instances is using the material stylesheet. https://vimeo.com/155876134 But in this particular case the problem is with how mantra declare the shaders for rendering. If you go to your mantra rop node -> Rendering -> Render there's a "Declare materials" option, if you change to all shops or something of the sort, it will render with the pig and its custom material
  4. Houdini Submit To Deadline

    If you don't change the values it will grab all machines or cores available. If you need to change that depends on your needs. Submit Houdini Scene will make a copy of the hip file in the slave. That means all your paths will have to be properly directed with a variable. Usually $JOB. The default, $HIP, won't work unless you copy all your assets to the slave too. This depends on your workflow, but be aware that if you don't use this option and you change your .hip while rendering, it will change the render. I *think* ignore inputs refers to rendering multiple nodes in the chain, but don't quote me on that. This would be useful if you want to, for example, cache some geometry first and only when it finishes you want to start rendering.
  5. Check the file particles (1).hip
  6. Are you asking why your velocity is in that direction? Because the reason it's going in that direction is because, well, that's where the vel volume is pointing to. It's what your aa noise there is doing If you just multiply a vector 0, 1, 0 by the sample of your letter, it goes up https://i.imgur.com/1PzGovA.gifv
  7. Python - Create Operator Path

    It's a stringparmtemplate, more precisely with the NodeReference string type. You check this kind of thing by calling parmTemplate() on a given parameter. For example, for the "foo" parameter: l hou.node("somenode").parm("foo").parmTemplate() would return the template used for that parm (and a bunch of other stuff, you can filter if you want)
  8. Add Point on Surface by Mouse

    The delay is because I didn't make an asset, so you need to display the curves while cooking. If you make an asset, no delay at all. I got tired of clicking before it got any speed difference. stroke_ori_todelete.hda
  9. Add Point on Surface by Mouse

    I couldn't make yours work , but here's a different take on it. I can't really see how this can be slow orient_with_stroke_odf.hip If the stroke node gets too big, you can use the Stash SOP to save your current state to it and start over, in fact, you probably want to do something like that anyway
  10. Add Point on Surface by Mouse

    AFAIK the stroke node is your way to interact with brushes of any kind unless you want to go down to HDK. Also, is it really slow? For a point by point operation? Upload your file, that's interesting
  11. Boolean Fracture

    If you go the help page of the boolean sop you read this And they really mean it! The problem is with complex models the prim normals depend on the wielding of the polygons, which is pretty hard to control, specially with imported geometry One trick to get around this is to convert to a volume and go back to poly. It works in your case Finally, this is just the one in thing that in my experience causes problems, it can actually be something completely different. There are more gotchas in the help page
  12. Use a Pyro Sim to affect another Pyro Sim

    I mean, the only thing you can do is use some field from one sim to affect the other. That's basically what you do with pyro in general. The here's a file with some different ways. Notice that most of them are independent, meaning you can interchange many of these settings pyro_affect_pyro_odf.hip
  13. Cross Vector on Box

    The makebasis vex function let's you put custom orientation http://www.sidefx.com/docs/houdini/vex/functions/makebasis
  14. Tooltip

    In the help tab you can write the subtitle or whatever it's called. That's what's copied to the tool tip. The syntax is like this: = Name of your Shelf Tool = """ TOOL TIP """ More here https://www.sidefx.com/docs/houdini/help/format
  15. Time-based paramater in /mat?

    If you take a look at the shelf setup for the ocean tools, you'll see that it creates an oceansurface material. In the displacement tab it reads the spectrum masks, which are frame dependent. There the files are referenced by channel directly from the cache node, so I suppose that's what SESI recommend you do